TEXT: Sage's Guide to Vernestus
  Sage's Guide to Vernestus
  Sage's Guide to Vernestus
  Sage's Guide to Vernestus
  Sage's Guide to Vernestus
  
   
   
   
   
   
   
   
   
   
   
   
  Ch.1: Races of Vernestus, 2
  Bot.....................................................................3
  Chrone.................................................4
  Ibakyubakog.......................................5
  Warforged...........................................5
  Cragfar.............................................................6
  Gem......................................................7
  Nomad..................................................7
  Cyborg..............................................................8
  Dragonborn....................................................10
  Dwarf................................................................11 WIP
  Elf......................................................................12 WIP
  Genasi..............................................................13
  Gnome.............................................................14
  Halfling............................................................15 WIP
  Human.............................................................16
  Kenku...............................................................17
  Orc....................................................................18 WIP
  Sundrian..........................................................19
  Tiefling.............................................................21 WIP
  Triton...............................................................22
  Undergolem...................................................23
  Ch.2: Class Options, 25
  Tinkermage....................................................25
  Alchemist............................................29
  Artillerist.............................................31
  Golemancer........................................32
  Guerrilla..........................................................36
  Avenger Form....................................40
  Rigger Form.......................................40
  Voodoo Form......................................41
  Subclasses......................................................43
  College of the Homefront (Bard)....43
  Automaton Domain (Cleric)............44
  Way of Hulking Earth (Monk).........45
  Sniper Conclave (Ranger)...............46
  Desperado (Rogue)...........................47
  Fragment Origin (Sorcerer)............48
  The Giga (Warlock)...........................49
  School of Slinging (Wizard)............50
  School of the Greats (Wizard)........51
  Optional Class Changes...............................52
  Ch.3: Backgrounds, 53
  Inventor............................................................53
  Luddite.............................................................54
   
   
   
   
   
   
   
   
   
   
  Ch.4: Equipment, 55
  Industrial Weapons......................................56
  Dune Vehicles................................................57
  Common Magic Items.................................57
  Ch.5: Customization Options, 60
  Multiclassing.................................................60
  Feats................................................................60
  Racial Feats...................................................62
  Ch.6: Adventures in Vernestus, Coming
  Soon
  Planes of Existence
  Air, Earth, Fire, Water, Fey Reflection, Dusk
  Reflection
  Rest Difficulties
  Diseases
  Spells
  Gods of the Universe
  1
  Table of Contents
   
  Table of
  Contents
  
  Chapter 1: Races of Vernestus
  O
  f a land forged with machines and covered in
  and endless sea of sand, the Crown of
  Vernestus is a kingdom occupied by unique and
  exotic inhabitants. Some of these races may be
  found outside the realm of Vernestus and
  across the multiverse of Dungeons & Dragons,
  but are quite at home within the Crown. Rich
  cultures of a multitude of races from the present and past toil
  across the land. As a player character, you get the chance to
  embody a member of these peoples. See chapter 2 of the
  Player's Handbook and chapter 2 of Volo's Guide to Monsters
  for more race options when you are creating a character. This
  chapter also provides details about the races found in those
  books in regards to their unique roles in Vernestus.
  If you're a player, consult with your DM before using any of
  the newly introduced races found in this chapter, especially if
  you are playing in a setting other than Vernestus. These races
  may not be present in all worlds, and a DM ultimately has
  creative control over the races that exist in their setting. It
  takes a significant amount of effort to incorporate a rich
  backstory and history of a race into a preexisting campaign.
  Your DM may allow you to use one of these races or they may
  modify it in some way.
  The following races are detailed in this chapter:
  Bots are constructed creatures dating back to before the
  creation of Vernestus. Certain tinkerers have been able to
  create their own bots to do their bidding.
  Cragfar are a race of warmongers originating from the Plane
  of Earth. They have the ability to meld their feet with stone
  and walk along cliffs.
  Cyborgs are amalgamations of organic beings and bots, a feat
  made possible by a blessing from the construct god known
  as the Union.
  Dragonborn are mighty travelers from the Plane of Air. They
  are popular amongst the people of Vernestus for their
  oddities and mercantilism.
  Dwarves are hardy, pragmatic folk that value their clan's
  name above all else. The largest businesses in Vernestus
  are run by competing clans of dwarves.
  Elves are exotic creatures from the Fey Reflection. Although
  they rarely settle in Vernestus, elves influence the Material
  Plane from their eternal thrones.
  Genasi are denizens of the elemental planes. Genasi use their
  elemental powers to reshape the deserts of Vernestus to
  suit their needs.
  Gnomes are the shortest people of Vernestus. What they lack
  in physique they make up for with intellect. Rock gnomes
  paved the way for the rise of technology, coinciding with the
  start of the Second Era of Vernestus.
  Halflings are happy-go-lucky valley dwellers that are
  notoriously lucky. Unnoticed by the Crown, halflings
  blissfully live out their days without a worry in the world.
  Humans are indigenous to Vernestus and have lived in the
  area for centuries. They form close connections with the
  spirits of the land.
  Kenku are wily birdfolk from the Plane of Air. Kenku are
  known for their cunning, skillfulness, and loyalty. They can
  be found trolling about city centers or Vernestus' deep
  overgrowth.
  Orcs came from a faraway land when Vernestus' ocean turned
  to desert. Orcs commonly sell themselves as mercenaries in
  order to make a living, as they are well suited for combat.
  Sundrians are desert dwelling cactusfolk with a bad
  reputation of piracy. Sundrians have a wide array of
  adaptations that let them overcome the harsh desert
  environment.
  Tieflings are nefarious nomads from throughout the world of
  Jeevalla. Unaccustomed to the Crown, tieflings traveling
  throughout Vernestus are often up to no good.
  Tritons are somber natives of the Plane of Water. Plagued by
  a demon of undeath, tritons are forever in the gloom of its
  dominion.
  Undergolems are natives of the Plane of Earth who live
  solitary lives underground. The most important part of an
  undergolem's life is learning of their duty.
  Height and Weight
  You may roll for your character's height and weight on the
  Random Height and Weight table for any races that are
  introduced in this chapter. The roll in the Height Modifier
  column adds a number (in inches) to the character's base
  height. To get a weight, multiply the number you rolled for
  height by the roll in the Weight Modifier column and add the
  result (in pounds) to the base weight.
  Random Height and Weight
  Race
  Base
  Height
  Height
  Modifier
  Base
  Weight
  Weight
  Modifier
  Bot, chrone
  5'4"
  +1d8
  105 lb.
  x (2d4) lb.
  Bot,
  ibakyubakog 3'8"
  +2d4
  100 lb.
  x (1d4) lb.
  Bot,
  warforged
  5'8"
  +1d12
  340 lb.
  x (1d4) lb.
  Cragfar, gem 4'8"
  +2d4
  160 lb.
  x (1d8) lb.
  Cragfar,
  nomad
  4'8"
  +2d4
  140 lb.
  x (1d8) lb.
  Sundrian
  4'8"
  +2d10
  110 lb.
  x (2d4) lb.
  Undergolem 7'6"
  +2d6
  750 lb.
  x (2d6) lb.
  2
  Chapter 1 | Races of Vernestus
  
  Bot
  "Ready! Aim! F—"
  Bang!
  "I got 'im, cap'n."
                                  -Killbot, How I Killed at Powderkeg Lake
  Bots are creatures unlike any others present in Vernestus.
  They are constructs with the sentience of any organic race,
  but have the benefit of lacking squishy organs and breakable
  bones. Bots can be anything ranging from renowned poets to
  fearsome warriors, effectively able to do anything any other
  race can, and sometimes better. Although bots aren't alive in
  the literal sense, they possess free will and ambition, and just
  maybe have souls of their own.
  Mutiny of Metal
  The introduction of bots to Vernestus has forever changed the
  country's social make-up and politics. Bots are able to perform
  certain tasks better than others because they can work
  without rest and without valuable food and fresh water. One
  tricksy gnome took advantage of this fact and has forever left
  his mark on history.
  Tom Gillycrest, a rock gnome, was known for being the
  inventor of the firearm. Shunned by luddite forest gnomes, the
  idea of power granted by firearms became popular amongst
  the rock gnomes, and word spread like wildfire. In time,
  nearly every rock gnome was tinkering with firearms, and it
  wasn't long before they sent each and every luddite forest
  gnome running for the hills. Gillycrest was pleased with his
  success, and his mind became corrupted with delusions of
  grandeur. He set to work, and after many years of hard work,
  the first prototype warforged were built.
  The decades that followed became known as the Gnomish
  War of Establishment, as warforged were mass produced by
  rock gnomes and they asserted their dominance over the
  other races that paid them little attention before. The
  warforged easily trampled over the fleshy races, and gnomes
  were finally given a coveted seat on the world stage.
  Before the War
  Of course, Tom Gillycrest had to come up with the idea of the
  warforged from somewhere. He based his inventions off of the
  bots that already existed in Vernestus. First, there were the
  chrones; amicable clock-faced bots with a penchant for
  chitchat. Chrones, friendly as they are, often found themselves
  taking on leadership positions and were beloved by their
  followers. Secondly, there were the ibakyubakogs, childlike
  bots that used to be toys in a former life. Ibakyubakogs are
  formed from a number of blocky, geometrical structures, with
  vague analogues of a head, torso, limbs, and a face of sorts. No
  two ibakyubakogs look quite the same, even if they have the
  same fundamental shapes, due to differences in locations of
  joint attachments, extra structures orbiting their bodies, or
  color.
  
  Wear and Tear
  Bots are awakened golems created by skilled golemancers, or,
  in the case of warforged, a mix of golemancy and tinkering.
  Because bots aren't made from flesh, they aren't constrained
  in their years like the fleshy races are. As long as a bot can
  find someone to repair them, they can effectively live forever.
  Another benefit to being a bot is that they can replace parts of
  themselves that are broken beyond repair. Indeed, bots can
  even replace parts of themselves for aesthetic purposes and
  customize their bodies to their liking.
  Bot Names
  Bots, unlike other races, don't possess typical families, and
  thus have unique naming structures. The way that a bot is
  named, or chooses a name, also depends on the type of bot.
  Upon being constructed, chrones are aware enough to know
  their likes and dislikes, and begin developing ambitions and
  life goals. Infant chrones choose a name in line with their
  goals.
  Ibakyubakogs that were passed down by an angel may have
  been given a name by their owner in the Celestial language.
  Constructed ibakyubakogs may also take a Celestial name,
  adopt a word or phrase resembling a certain virtue as their
  name, or use the name of a human deity.
  Warforged may be given a nickname by their creator or by a
  companion. Their name reflects the reason why they were
  built or a particular accomplishments of theirs.
  Chrone Names: Copperleg, Finder, Firespell, Gooddoctor,
  Hunter, Ironsmith, Lightsout, Mindtrick, Noblejudge,
  Pickpocket, Punctuality, Smartwrite, Whitefaith
  Ibakyubakog Celestial Names: Aster, Azazel, Baro, Gul,
  Krahmiel, Laralim, Lazarus, Mazgzagel, Ophadim, Quiriel,
  Sarsazi, Seraph, Tohammanah, Vigil
  Ibakyubakog "Virtue" Names: Dissonance, Grace, Hearth
  and Home, Hymn, I Stand Among, Karma, Order, Piety,
  Prudence, Sunder, Tact, Tenacity, Utter the Truth
  Warforged Nicknames: Altar, Arbiter, Banner, Bull, Cannon,
  Chief, Conqueror, Delta, Donkey, Flagship, Galley, Honcho,
  Mer, Mother, Packer, Pierce, Pulley, Quilt, Rebel, Reel,
  Rigger, Scout, Shaman, Snake, Steel, Thirteen, Trek,
  Treads, Trover, Viking
  Bot Traits
  With bodies vastly unlike those of other races, bots can come
  in a wild variety of shapes and forms. You do, however, have
  certain traits in common with all others of your kind.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Age. Bots are constructed as adults, and do not age like
  other races. Bots can viably live forever with proper
  maintenance, but can live to be around 50 years without
  regular upkeep.
  Alignment. Typically constructed for a purpose, bots tend
  to be lawfully aligned. Defected bots or those constructed for
  nefarious deeds may have different alignments, however.
  Size. Bots come in a wide variety of shapes and sizes
  depending on their model. If you are a chrone or warforged
  bot, your size is Medium. If you are an ibakyubakog bot, your
  size is Small.
  Speed. Your base walking speed is 30 feet.
  Construct Nature. You are immune to poison damage and
  you automatically succeed on saving throws against disease.
  Additionally, you do not need to breathe, eat, or drink, but you
  may do so if you wish.
  Languages. You can speak, read, and write Common and
  Digit, the language of constructs.
  Subrace. Depending on how you came into the world, you
  likely fall into one of three constructed subraces: chrones,
  ibakyubakogs, or warforged. Choose one of these subraces.
  Chrone
  Chrones are one of several construct subraces dotting the
  Crown of Vernestus. Extroverted, hospitable, and happy-go-
  lucky, chrones make ideal companions, as they do officials,
  nobles, adventurers, and leaders. Like clockwork, chrones
  effortlessly chisel away at everyday tasks — work made easy
  with heritage drawing all the way back to quite literal cogs in a
  machine.
  In an event that marked the beginning of the Second Era,
  also known as the Era of Constructs, large pieces of the RG2
  were torn from its body and discarded into the Material Plane
  by the trickster god Lok. Where the pieces of RG2 fell, they
  mingled with the life found there, and produced the first
  chrones that possessed souls. To the present day, most
  chrones are devoutly religious towards RG2 and protect these
  sites as holy grounds and as the ancestral land of their people.
  Many chrones exhibit a runaway curiosity. They are quick to
  make friends so they can learn of others' family and talents.
  Chrones often have niche hobbies such as pigeon breeding,
  fern collecting, or training as mediums so they can sate their
  curiosity of the world.
  Ability Score Increase. Your Charisma score increases by
  1.
  Natural Administrator. You gain proficiency with one of
  the following skills of your choice: History, Insight,
  Performance, and Persuasion.
  Timekeeper. You always know the precise time of day on
  your current plane of existence.
  Vigilant. When you would fall asleep, you remain aware of
  your surroundings. You appear inert but you aren't rendered
  unconscious.
  4
  Chapter 1 | Races of Vernestus
  
  Ibakyubakog
  From a distance, they look more like a shambling form of
  shapes than people with rich personalities and a fondness of
  others. Ibakyubakogs are the discarded childhood toys of
  angels living within the RG2. As their guardianship becomes
  unnecessary, they are let free into the Material Plane to find a
  life of their own and carve their own path through the sandy
  deserts within.
  Now, they've established their own societies, mainly within
  the boggy swamps of Vernestus' interior. The ramshackle
  town of the Lost Toy Chest is where most ibakyubakogs call
  home; a strange place on the fringes of becoming a myth.
  Ibakyubakogs have natural healing abilities. This makes
  them excellent caregivers, especially for tending to children,
  as although they are bots, they aren't very foreboding.
  Ability Score Increase. Your Wisdom score increases by 1.
  Celestial. You can speak, read, and write Celestial.
  Holy Guardian. Your people were built as guardians, and
  as such you are equipped to deal with life threatening
  emergencies. As an action, you can summon a number of
  healing orbs equal to your Wisdom modifier (minimum of 1),
  which orbit around you. As a bonus action, you can channel
  the magic from an orb, causing a creature of your choice
  within 5 feet of you to regain 1d4 + 1 hit points. After
  channeling an orb, it is destroyed. Any unused orbs vanish
  after 1 minute. Your healing orbs have no effect on constructs
  or undead.
  Once you use this feature, you can't do so again until you
  finish a short or long rest.
  Youthful Link. You have advantage on any ability checks
  using Charisma to interact socially with humanoids that
  haven't reached maturity.
  Warforged
  Flared with elegant gnomish motifs and armed with the
  mightiest of weapons, warforged are well deserved of their
  namesake. Crafted by rock gnomes, the warforged were
  essential in the gnomish power grab known as the War of
  Establishment. Since then, this synthetic race has reaped the
  benefits of gnomish ingenuity and have developed as a culture
  and society of their own. Bereft of their original soldier roles,
  many warforged have become laborers or mercenaries to
  make a living.
  Ability Score Increase. Your Strength score increases by
  1.
  Integrated Weapon. Choose a weapon that lacks the two-
  handed property. You are proficient with the weapon you
  choose, and it is integrated into either your left or right hand.
  You can use a bonus action on your turn to transform your
  hand into the weapon or the weapon back into your hand.
  Weapon of War. When you reduce a hostile creature to 0
  hit points with a weapon attack on your turn, you can make an
  additional weapon attack as part of the same action.
  Once you use this feature, you can't do so again until you
  finish a long rest.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cragfar
  Hum drum, hum drum —
  This is how the cragfar run.
                       -Hanadi the Songstress, Children of the Desert
  Hearty screams can be heard as droves of cragfar leap from
  atop mile high cliffs, plunging into battle from above.
  Hundreds of warriors open their makeshift wings and circle
  like vultures while hurling spears at the enemy below. Cragfar
  are a people imbued with the magic of elemental earth,
  making them naturally rugged and ready for war.
  Elemental Natives
  Cragfar originated in the Sheets of Tectonica – manifestations
  of the wealth of magic found on the elemental Plane of Earth.
  The Sheets of Tectonica are boundless vertical cliffs with a
  slew of dangers found nowhere else, but the most prevalent is
  the risk of falling. Nevertheless, cragfar are masterfully
  adapted to deal with these unusual conditions.
  The main advantage that a cragfar possesses is their ability
  to glide along vertical surfaces made of stone, referred to as
  "stonewalking." Such an ability allows for a cragfar to treat a
  cliffside as solid ground, as long as they never detach their feet
  from the stone. In regards to falling, many cragfar adorn
  themselves with makeshift gliders fashioned out of rope and
  feathers. A skilled cragfar can maneuver their body back
  towards the cliff in time with the use of a glider to prevent any
  injuries.
  Resources are sparse amongst the Sheets of Tectonica,
  forcing cragfar living there to use what little resources they do
  have sparingly. Objects such as the bones of the dead and
  inedible food parts are turned into clothing and tools. The
  Sheets of Tectonica are unable to support plant life, so cragfar
  must eat items such as fungi and insects as staples to survive.
  Federated Enclaves
  Cragfar civilization is organized into two levels, those being
  the enclave and the federation. Enclaves are equivalent in size
  to small towns, each having a specialization of their own, such
  as smithing, training mounts, clothing production, or holding
  administrative positions. Enclaves act as organs to a
  federation, the overarching tribe, drawing on the unique
  resources provided by each enclave. Banded together,
  federations hold a fearsome amount of power due to the
  efficiency of the system and the might of the cragfar.
  Enclave Motifs
  As part of cragfar culture, individuals will adorn their bodies
  with dyes according to the style of their enclave. The
  particular designs depend on the history and specialty of the
  enclave. You can use the Enclave Motifs table to determine a
  motif for your cragfar character.
  Enclave Motifs
  d8   Enclave Motif
  1
  Charm. You are covered in simple, charming shapes
  painted in bright colors.
  2
  Conformity. You were raised amongst members of
  another race. Your markings relate to a foreign
  culture, if you have any markings at all.
  3
  Cunning. Your enclave emphasizes mental acuity. Your
  head is adorned in complex purple and pink markings
  to resemble your intellect.
  4
  Elegance. You have markings of shimmery silver or
  white lines and circles that lack any unnecessary
  complexity.
  5
  Glamour. You are covered in brightly colored, flashy
  markings that easily draw the attention of others.
  6
  Might. Streaked with war markings of black and red,
  your enclave focuses on martial superiority.
  7
  Obscurity. With dusky browns and sandy oranges,
  your enclave's markings are perfect for blending into
  your natural environment.
  8
  Tradition. You are adorned with traditional tribal
  markings and are covered in baubles made of feathers
  and bones.
  Chapter 1 |Races of Vernestus
  6
  
  Cragfar Names
  A cragfar has a name given to them at birth by their elders,
  typically containing unique and harsh sounding syllables. A
  cragfar also has an enclave name, which functions as a
  surname, and has some meaning in the Terran language. All
  cragfar of a given enclave share the same enclave name.
  Male Names: Aharaka, Jrort, Lithor, Maekra, Mortow, Omis,
  Oztu, Portrek, Qagar, Rubra, Scarazzi, Tok, Zedfarde,
  Zokkolo
  Female Names: Absihot, Daesik, Fenike, Gomisi, Kemo,
  Larken, Linekin, Mik’atao, Myrkett, Pinia, Quee, Volkiki,
  Zayas
  Enclave Names: Astilliakka (Starseer), Dyawajak
  (Strongleader), Errifinj’wan (Wayfarer), Liarrayan
  (Proudwarrior), Nana'u'ryxal (Scorpionrider), Ryanar
  (Gemscout), Xr’akul (Spearmaster)
  Cragfar Traits
  Your cragfar character has intrinsic abilities that allow them
  to live in barren, rocky enclaves.
  Ability Score Increase. Your Strength score increases by
  2.
  Age. A cragfar reaches physical maturity around the age of
  40, and the eldest of cragfar can live to be 400 years old.
  Alignment. Due to the hierarchical structure of cragfar
  society, cragfar are almost always lawful. Discipline and
  obedience are core values instilled in cragfar as infants and
  maintained as tenets in the military and elsewhere.
  Size. Cragfar typically stand slightly taller than 5 feet,
  rivaling the height of dwarves. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Stonewalk. You can move up, down, and across vertical
  surfaces and ceilings made of stone while leaving your hands
  free. The bottoms of your feet must be exposed to use this
  ability.
  Sturdy. As a reaction to being forcibly moved by an attack
  or spell, you can brace yourself and remain in place. Once you
  use this ability, you can't do so again until you finish a long
  rest.
  Languages. You can speak, read, and write Common and
  Terran.
  Subrace. Likely depending on your place of birth, you
  belong to one of two subraces of cragfar: gem cragfar or
  nomad cragfar. Choose one of these subraces.
  Gem Cragfar (Duskrinde)
  The duskrinde are renowned for their warmongering nature
  and unfathomable brutishness. They are greatly in tune with
  the elemental power of earth, lending their might to this
  connection.
  Duskrindes often have dusky gray or black skin.
  Additionally, the hair, shoulders, and arms of a duskrinde are
  covered in gems. These gems grow along with the duskrinde,
  meaning that elderly duskrindes that have retain their gems
  naturally amass a collection of wealth.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Brawn. When you make an attack roll with a simple or
  improvised melee weapon, you can choose to add 1d6 to the
  attack roll. You can wait until after you make the attack roll
  before deciding, but you must decide before the DM says
  whether the attack hits or not. On a hit, you deal an extra 1d6
  damage.
  You can use this ability a number of times equal to your
  Strength modifier (minimum of 1), and regain all expended
  uses of this ability when you finish a long rest.
  Duskrinde Weapon Training. You have proficiency with
  improvised weapons.
  Stone Studded. Your body is covered in 4d6 precious
  stones, each worth 5 gp. Once a stone is removed, it doesn't
  regrow.
  Nomad Cragfar (Netterinde)
  Netterindes exist in the deserts of the Material Plane, treating
  the duskrindes of the Plane of Earth as distant ancestors.
  Federations consisting of netterindes have foggier boundaries
  than those of their brethren, although netterindes tend to have
  closely knit enclaves that travel together as nomadic groups.
  These cragfar are able to sprint across vast expanses of
  deserts in the search of oases without risking exhaustion.
  Netterindes have orange, yellow, and brown sandy colored
  skin, allowing them to blend in with the desert around them.
  As they are native to the Material Plane, they are able to
  harvest greater amounts of resources than those that are
  found in the Sheets of Tectonica. Netterindes often enjoy
  adorning themselves with jewelry, trinkets, and fine clothing
  when given the chance.
  Ability Score Increase. Your Wisdom score increases by 1.
  Desert Stride. While you are standing on sand, you can use
  a bonus action to cause the sand to propel you up to 10 feet in
  any direction.
  Endurance Runner. Your base walking speed increases to
  35 feet. Additionally, you can travel for 12 hours in a day
  before risking exhaustion.
  Nomadic. You gain proficiency with two of the following
  skills of your choice: Athletics, Nature, Perception, and
  Survival.
  Chapter 1 |Races of Vernestus
  7
  
  Cyborg
  The old bird perched atop the tile rooftop, fighting off the
  shivers with a heavy winter blanket. He trained his rifle
  through the villa window, where he saw the shadowy
  silhouette of Moyle. Ignoring the sights of the firearm, the
  aperture of his eye fluttered until his target came into focus.
  The old bird clicked back the safety and pulled the trigger.
  "SKREEEEE!"
  Overjoyed at his success, he disappeared screeching into
  the night.
                                 -Ruffle the Kenku, Fable of the Screecher
  By the likes of a mad wizard, divine blessing, or elemental
  fusion, cyborgs arise when a fleshy race is stitched together
  with the parts of a construct. Although the ability of these two
  mediums of life to work together may seem dubious, they do
  in fact hold water thanks to the blessing of the RG2 upon all
  of sentient organic life. Cyborgs often have a difficult time
  finding their way in life, as they are split between two
  disparate and contrasting worlds.
  Divine Union
  Cyborgs as they appear in modern culture are staples of
  science fiction and futuristic settings. In the fantasy setting of
  Vernestus, cyborgs are the result of a blessing from the god of
  the constructs, RG2, in an act known as the Union.
  Union, in the eyes of constructs, was an act of appreciation
  bestowed upon the organic beings from RG2. RG2 took notice
  of how sentient organic beings acted and contextualized
  themselves in the scene of the universe, and admired their
  tenacity. Union allowed these beings to merge with
  constructs, creating hybrids known as cyborgs. Cyborgs share
  the strengths of both their original race and constructs, while
  carrying little or no downsides of either half. Cyborgs are
  hardy and resilient to the elements while also retaining what
  makes their original race unique.
  Company with Misfits
  Some cyborgs aren't able to fit in with any particular society,
  instead existing in a dichotomous state between their base
  race and bots. They have chosen to become cyborgs because
  they feel as though they should have been bots all along.
  These misfit cyborgs form groups of their own out of
  solidarity for their shared anguish.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Cy-Hearth Guild
  The Cy-Hearth Guild is an organization composed
  of cyborg artisans that operates throughout the
  Crown. At guild locations, one can find rows of
  artisans that specialize in nearly any craft
  imaginable. If your party needs assistance on an
  obscure topic, such as training to craft masterwork
  firearms or deciphering the occult musings of a
  long forgotten devil lord, consider visiting the Cy-
  Hearth Guild.
  
  Complications
  Cyborgs are inherently complicated beings — fusions of two
  disparate lifeforms, flesh and metal, jury rigged together into a
  single body. Although it is uncommon, a cyborg may suffer
  from a complication that originates from their contrasting
  body types. A complication may be benign, or possibly life
  threateningly serious if left unchecked. You can use the
  Cyborg Complications table to determine a complication for
  your cyborg character.
  Cyborg Complications
  d6   Complication
  1
  Your organic and construct halves have different
  personalities, each taking control on alternating days.
  2
  Your bot components randomly shock nearby
  objects.
  3
  You have a loose valve that leaks a bodily fluid unless
  it is meticulously maintained.
  4
  You suffer chronic pain at the boundaries between
  your flesh and your bot parts.
  5
  You don't experience one or more emotions.
  6
  Your appearance is scary or grotesque to non-bots.
  Making a Cyborg Character
  The cyborg subrace can be applied to any race that has a
  subrace, and replaces the race's existing subrace options.
  Additionally, you can apply this new subrace to a race without
  subrace options using the modification options provided
  below. Cyborgs typically have names in accordance with their
  base race.
  Racial Adjustments
  For races that don't have subrace options, taking on the
  cyborg subrace means making changes to your character's
  base traits, as follows.
  Dragonborn Cyborg. If you want to play a dragonborn
  cyborg, modify the dragonborn's Ability Score Increase to the
  following: Your Strength and Charisma scores each increase
  by 1. You also lose your Damage Resistance feature.
  Half-Elf Cyborg. If you want to play a half-elf cyborg,
  modify the half-elf's Ability Score Increase to the following:
  Two ability scores of your choice increase by 1. You also lose
  your Skill Versatility feature.
  Half-Orc Cyborg. If you want to play a half-orc cyborg,
  modify the half-orc's Ability Score Increase to the following:
  Your Strength and Constitution scores each increase by 1. You
  also lose your Menacing feature.
  Human Cyborg. If you want to play a human cyborg, modify
  the human's Ability Score Increase to the following: Two
  different ability scores of your choice increase by 1.
  Kenku Cyborg. If you want to play a kenku cyborg, modify
  the kenku's Ability Score Increase to the following: Your
  Dexterity and Wisdom scores each increase by 1. You also
  lose your Kenku Training feature.
  Sundrian Cyborg. If you want to play a sundrian cyborg,
  modify the sundrian's Ability Score Increase to the following:
  Your Dexterity and Constitution scores each increase by 1.
  You also lose your Heat Tolerance feature.
  Tiefling Cyborg. If you want to play a tiefling cyborg,
  modify the tiefling's Ability Score Increase to the following:
  Your Intelligence and Charisma scores each increase by 1. You
  also lose your Hellish Resistance feature.
  Triton Cyborg. If you want to play a triton cyborg, modify
  the triton's Ability Score Increase to the following: Your
  Constitution score increases by 1, and your choice of your
  Strength or your Charisma score increases by 1. You also lose
  your Guardians of the Depths feature.
  Undergolem Cyborg. If you want to play an undergolem
  cyborg, modify the undergolem's Ability Score Increase to the
  following: Your Strength and Wisdom scores each increase by
  1. You also lose your Touch of Transmutation feature.
  Cyborg Traits
  Regardless of how you acquired your cyborg components, you
  share the following traits with all others of your kind.
  Digit. You can speak, read, and write Digit.
  Partial Construct. You have advantage on saving throws
  against poison and disease. Additionally, you do not need to
  eat or drink, although you may do so if you wish.
  Skill Specialty. You gain proficiency in one skill of your
  choice. Your proficiency bonus is doubled for any ability check
  you make that uses this skill.
  9
  Chapter 1 | Races of Vernestus
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dragonborn
  "The oath I swore I shan't soon forget."
                            -Gambex the Unbridled, dragonborn paladin
  In Vernestus, and indeed in most settings where dragonborn
  reign, the mighty beasts are symbols of majesty, strength, and
  passion. Although they aren't a people native to Vernestus,
  they are revered as oddities and welcomed with open arms.
  Wardens of Wind
  Dragonborn were created from the same elements as dragons
  from the Plane of Air. They revere Aus as their creator, and
  believe they were once dragons that were given a permanent
  humanoid form so they could mingle with civilization.
  Common amongst dragonborn are virtues such as
  friendliness to outsiders, a curiosity of those unlike
  themselves, and mercantilism, which is a result of wishing to
  integrate themselves within the cities of others.
  In fact, a great majority of the dragonborn residing in
  Vernestus live within the Capital Spire trading foreign spices,
  magical secrets, mesmerizing trinkets, fanciful clothing, and
  the like. Dragonborn items are so popular that well-to-do
  customers practically eat out of the hands of the outlandish
  merchants.
  Socially Unattached
  Despite their raving popularity, dragonborn have a distinct,
  slightly off-putting reptilian mind that prevents them from fully
  meshing with the other races. They may have great success at
  stunning onlookers and selling their goods, but only rarely
  does a dragonborn form any meaningful, emotional
  relationship with those other than their kind.
  Dragonborn living in the cities of Vernestus form inclusive
  communities of their own kin, which are somewhat
  reminiscent of the clans they once inhabited elsewhere.
  Family ties are strong in the dragonborn. They usually stay
  close with their relatives, working alongside each other and
  passing down wisdom to their younger family members.
   
   
   
   
   
   
   
   
   
   
  Variant Dragonborn Traits
  Not all of the Vernal dragonborn share traits strictly
  in common with the dragonborn described in the
  Player's Handbook. Since dragonborn in the setting
  of Vernestus come from the Plane of Air, they
  possess wings to navigate the endless streams of
  jet currents found there. When creating a
  dragonborn character, you can use the following
  traits instead.
  Ability Score Increase. Your Strength score
  increases by 1, and your Charisma score increases
  by 2.
  Size. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Breath of the Wind. You have large, draconic
  wings that act in response to wind. When you start
  your turn within an area of high wind or enter high
  wind on your turn (such as within the wind wall
  spell), you gain a flying speed of 50 feet until the
  end of that turn.
  Additionally, your wings are excellent for gliding.
  When falling, you can move up to 2 feet
  horizontally for every 1 foot you descend, and you
  can subtract up to 100 feet from the fall when
  calculating fall damage as long as you aren't
  incapacitated.
  Draconic Ancestry. You have a draconic ancestry.
  Choose one type of dragon from the Draconic
  Ancestry table, found on page 34 of the Player's
  Handbook. Your breath weapon and damage
  resistance are determined by the dragon type, as
  shown on the table.
  Breath Weapon. You can use a bonus action on
  your turn to exhale destructive energy. Your
  draconic ancestry determines the size, shape, and
  damage type of the exhalation.
  When you use your breath weapon, each creature
  in the area of the exhalation must make a saving
  throw, the type of which is determined by your
  draconic ancestry. The DC for this saving throw
  equals 8 + your Charisma modifier + your
  proficiency bonus. A creature takes 2d6 damage on
  a failed save, and half as much damage on a
  successful one. The damage increases to 3d6 at 6th
  level, 4d6 at 11th level, and 5d6 at 16th level.
  After you use your breath weapon, you can't use
  it again until you complete a short or long rest.
  Damage Resistance. You have resistance to the
  damage type associated with your draconic
  ancestry.
  Languages. You can speak, read, and write
  Common and Draconic.
  Chapter 1 | Races of Vernestus
  10
  
  One day, dwarf flavor text will go here
  
  One day, elf flavor text will go here
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Variant Earth Genasi Traits
  The statistics for the earth genasi presented in the
  Elemental Evil Player's Companion doesn't quite
  meet the power level of the other subraces. When
  creating a genasi character in Vernestus, you can
  use the following traits instead.
  Ability Score Increase. Your Strength score
  increases by 1.
  Earthen Resilience. When you take bludgeoning
  damage, you can use your reaction to gain
  resistance to that instance of damage.
  You can use this trait a number of times equal to
  your Constitution modifier (minimum of once), and
  regain all expended uses when you complete a long
  rest.
  Earth Walk. You can move across difficult terrain
  made of earth or stone without expending extra
  movement.
  Will of Stone. You know the mold earth cantrip.
  Once you reach 3rd level, you can cast the earth
  tremor spell once with this trait as a 1st-level spell,
  and you regain the ability to cast it this way when
  you finish a long rest. Constitution is your
  spellcasting ability for these spells.
  Genasi
  "From my abode to the edge of my vision, I see not but scars
  and tumbleweeds. I say, let the earth drink!"
                                                      Vardelle, water genasi wizard
  Genasi are the most common folk that can be found
  throughout the Crown of Vernestus. They originated from the
  elemental chaos that bore the planes of existence, and the
  genasi continue to utilize their elemental ties to manipulate
  the Material Plane to their liking.
  Out of this World
  Genasi are a people with ties to the four elemental planes: the
  Plane of Air, the Plane of Earth, the Plane of Fire, and the
  Plane of Water. Genasi are a people of their own in Vernestus,
  unlike some genasi of other Dungeons & Dragons settings
  where they are the offspring of genies. Legend says that the
  genasi, or some form of them, were in existence since the
  beginning of the universe when chaos gave way to the
  elemental planes. Genasi societies across the planes are as
  diverse as all other races combined. Despite their differences,
  each subrace of genasi are known for their determination and
  triumphant perseverance.
  The genasi were the first people to form spellcasting into a
  science. The most sacred and powerful tomes of arcana were
  written by progenitor genasi that committed their sorcerous
  studies to written word. The genasi's long history of wizardry
  has engendered some of the mightiest wizards to have ever
  lived, such as Nos Sapphos, the fire genasi that turned the
  seas of Vernestus into empty desert by opening a gigantic
  portal to the Plane of Fire.
  A People United
  When the Material Plane was formed by the RG2 at the
  beginning of the First Era, the genasi were among the first
  peoples to settle its land. When they came across others, they
  made peace with gifts of magical items and the secrets to
  arcane spellcasting. Genasi are generally liked by members of
  the other races due to their generosity and investments. If a
  kingdom is starving, plagued by spies, or facing hardships,
  they can generally rely on the genasi to have their back.
  Changing Landscapes
  Genasi explorers entered Vernestus some time after the
  beginning of the Second Era in order to take advantage of the
  unexplored land south of the mountains. Most had good
  intentions, but some, like Nos Sapphos, desired conquest.
  Nos Sapphos boiled the Vernal Sea away, creating the
  Desneran Desert, in order to create an environment more
  palatable to the fire genasi.
  Vernestus' capital city, Capital Spire, is a marvel of genasi
  engineering. Capital Spire was once a hunk of the Real God
  Machine cast into the Material Plane. Each subrace of genasi
  made contributions to the site in order to make the spire
  habitable. The water genasi made a river flow down the spire,
  the earth genasi made a supporting pillar for the spire and
  built homes, the air genasi opened trade from the agricultural
  Plane of Air to the city, and the fire genasi built defenses and
  formed a garrison to protect the city.
  
  Gnome
  "I walked into the Copper Pipe, and whaddaya know, that
  rotten Nogar was there and drunk and angry like usual. The
  big guy comes over and has the audacity to take my prosthetic
  arm and dangle it over my head and wouldya believe it he
  started demanding ransom money of me. Well, no problem I
  say, 'cause I pulled out my handy six shooter and after he
  dropped my arm I had him dancing out of the saloon like a
  whelp monk on the coals for the first time."
                                                 -Red Gogackle, gnome trickster
  Once upon a time, gnomes lived deep within forests or far
  underground, going unnoticed and neglected by the people of
  the land. Since their victory in War of Establishment, a war
  brought upon by the gnomes to gain recognition, gnomes are
  some of the most powerful players in Vernestus.
  Once Forgotten
  Before the modern times of Vernestus, the two subraces of
  gnomes, the forest gnomes and the rock gnomes, led very
  similar lives. Underestimated and shunned by the other races,
  the little gnomes had no land of their own and produced no
  goods that anyone cared about. They kept to themselves in
  undiscovered groves or shallow caves, tending to each other
  and their families and hoping that no prefecture or township
  would remove them from their homes.
  Even according to gnomish myths, they were invisible to the
  gods. At a confluence of the breath of life Aus was exhaling
  into the universe and the surge of knowledge permeated by
  Mis, a hiccup occurred in a valley north of Vernestus. There,
  shrubs and stones in the valley became the first forest and
  rock gnomes. Created on accident, the unaccompanied
  gnomes fended for themselves, using their wits to eek out a
  ramshackle society in the shadows.
  Rise to Power
  The clandestine life of gnomes changed when a rock gnome
  by name of Tom Gillycrest invented the first firearm.
  Suddenly, the gnomes had an edge in combat that none others
  possessed. At the behest of his forest gnome detractors,
  Gillycrest went on to develop the warforged and soon plunged
  the whole of Vernestus into the Gnomish War of
  Establishment.
  To some, Gillycrest is revered as a hero and idol. Rock
  gnomes, especially, enjoy the fruit of his labor as they have
  ascended to the ruling class. Warforged have Gillycrest to
  thank for their very existence, and many others strive to match
  his mechanical ingenuity. However, the majority of peoples
  cast a dark shadow on Gillycrest. In the War of
  Establishment, many thousands of humans were killed,
  reducing them to a small minority in Vernestus. The rule of
  genasi across the prefectures was dismantled and replaced by
  gnomes, and when they rallied in rebellion, the genasi and
  their allies were also slaughtered. Tensions after the war have
  since lessened, but an underlying resentment lingers in the
  minds of many. None resent the rock gnomes more, however,
  then the forest gnomes.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Variant Rock Gnome Traits
  Since rock gnomes are closely associated with the
  rise of technology in Vernestus, many are trained in
  the craft from a young age. If you are creating a rock
  gnome character in Vernestus, you can replace your
  Artificer's Lore trait with proficiency with an
  industrial weapon of your choice.
  A Great Divide
  The first recipients of the rock gnomes power were the forest
  gnomes. The forest gnomes were defenders of their old way of
  life, having preferred to live simply in nature. The forest
  gnomes were the first to launch technological rebellions when
  firearms were being distributed amongst the rock gnomes,
  but they failed to evaluate the newfound strength of their kin,
  leaving many of them dead. Nowadays, luddite forest gnomes
  lead the ever growing contingency of those who oppose the
  widespread use of firearms and bots.
  Chapter 1 | Races of Vernestus
  14
  
  One day, halfling flavor text will go here
  
  Human
  "They watched upon me from the sky. I could feel each and
  every one of their gazes meet my face."
                                                          -Elder Orn, human shaman
  Humans were the first inhabitants of Vernestus, existing for
  thousands of years before making contact with colonizers of
  the other races. Modern humans struggle to maintain their
  traditional identity amongst the swirling melting pot of
  Vernestus.
  Natives of the Vern
  Before Vernestus was transformed into a desert wasteland by
  Nos Sapphos, it was a dense jungle wedged between
  mountains to the north and a boundless sea to the south. This
  is the land, called the Vern, that humans called home for
  centuries. Remnants of the Vern jungle remain in the bayous
  of central Vernestus, where much of the human population of
  the kingdom can be found as well.
  Humans had to withstand intense perils in order to survive
  in the Vern. A wrong step in the jungle could spell death, so
  the humans had to get crafty to stay alive. Ancient humans
  were very closely tied to the spirits found within and amongst
  the land, and could use them to navigate the dangers of the
  land. Adept shamans would routinely call upon nymphs,
  dryads, and the spirits of ancestors for guidance. Humans
  developed a method of spellcasting similar to the magic used
  by warlocks by drawing upon the power of these spirits and
  manipulating it into the form of spells. Due to their
  maintained historical and cultural contact with spirits,
  humans nowadays often use their knowledge to become
  necromancers or seers.
  Followers of the Giga
  Traditionally, humans have lived in accordance with the Giga.
  According to human shamans, each Giga was constructed by
  a separate deity as an avatar to enact their bidding on the
  mortal realm. Societies were led by oracles that would speak
  for the Giga. These warlocks would instruct the masses how
  to follow the will of the gods, and they were revered as chosen
  ones.
  Waning Identity
  Since the end of the First Era, humans have been left to the
  wayside as the gnomes, genasi, and other races have come to
  occupy Vernestus. They have been displaced from their
  original land and forced to be incorporated into the mixing pot
  of the Second Era Vernestus culture. Humans living in the city
  centers of the Crown struggle to hold onto their ancestral
  practices.
  The holdouts of human culture practice far away from
  populated areas of the Crown, such as the remnants of the
  Vern or the barren Badlands. Most of these vestiges are
  unwelcoming to visitors, for fear of losing what little they have
  left.
  Human Deities
  Humans don't typically worship the pantheon of Jeevalla. They
  have their own traditional pantheon of gods that they devised
  before intermingling with the other races. Below are some of
  the most common human deities.
  Human Deities
  Deity
  Suggested Domains
  Anubis, god of judgement
  Grave, Death
  Aphrodite, goddess of love
  Light
  Ares, god of war
  War
  Artemis, goddess of hunting
  Life, Nature
  Athena, goddess of wisdom
  Knowledge, War
  Dionysus, god of wine
  Life
  Hades, god of the underworld
  Death
  Imhotep, god of crafts
  Forge
  Loki, god of trickery
  Trickery
  Odin, god of knowledge
  Knowledge
  Poseidon, god of the seas
  Tempest
  Set, god of the desert
  Tempest, Trickery
  Thor, god of thunder
  Tempest, War
  Zeus, god of the sky
  Tempest
  Chapter 1 | Races of Vernestus
  16
  
  Wild Kenku Subrace
  In Vernestus, there are two subraces of kenku: the
  urban kenku and the wild kenku. The kenku
  described in Volo's Guide to Monsters perfectly
  portrays the urban kenku of cities such as Capital
  Spire. You can use the following traits for creating a
  wild kenku character, which replaces the kenku's
  Expert Forgery and Kenku Training traits. Wild kenku
  have gaudier plumage than their urban
  counterparts, which lets them stand out amongst
  the drab browns and greens of Vernestus' many
  swamps and deadlands.
  Big Crop. You have an expansive crop which is
  useful for storing items. Your crop has a storage
  capacity of 1 cubic foot. You can consume items
  such as food or potions from your crop while
  keeping your hands free.
  Natural Survivor. You gain proficiency in the
  Survival skill.
  Tools of the Wild. You gain proficiency in one of
  the following artisan's tools of your choice:
  cartographer's tools, leatherworker's tools, potter's
  tools, weaver's tools, or woodcarver's tools. You
  add twice your proficiency bonus to any check you
  make with the chosen tools.
  Kenku
  "I told you the truth all those years ago, Rango. I am, in fact, a
  very bad bird."
                                                      -Sizzle, fiery kenku warlock
  Vernal kenku are like their cousins in other settings in that
  they are the perfect conniving cutthroats, with their ability to
  mimic any sound they have heard. However, kenku living in
  Vernestus thrive in both the untamed wilds and in dense
  urban environments, making them effective generalists
  working throughout the land.
  Ancestors of Air
  Long ago, when humans were the only sentient creatures
  walking among the Material Plane, the kenku kingdom of
  Aetherin sprawled over the Plane of Air. Entire villages built
  out of lighter-than-air stone floated about on whispy clouds,
  steered by the jet currents of the plane. Aetherin, the
  mightiest kingdom to ever control territory in the Plane of Air,
  met its fate when the magical barriers opened the realm to
  the Material Plane. The kingdom was divided between
  expansionists and abstainers, and eventually fell to rebellion.
  Today, nearly all kenku exist within the Material Plane, as
  their ancestors have since moved there and become adapted
  to the more moderate climate. They typically live in kenku-
  only communities, emulating flocks of birds.
  Freedom of the Birds
  Unlike in some settings that feature kenku, the kenku of
  Vernestus are not the subject of a horrid curse that hinders
  creativity or free-thinking. Vernal kenku can be as innovative
  as a member of any other race, and they aren't limited to
  mimicry when speaking. In fact, some of the brightest minds
  to be found in Vernestus are kenku, although they typically
  use their cunning for nefarious purposes.
  Skillful Operatives
  Kenku are naturally quick learners, and can pick up new skills
  with ease. Combined with their sense of loyalty to the flock,
  kenku make ideal followers for those in need of manpower.
  Although kenku are able to become master artisans,
  adventurers, and explorers, oftentimes they are found
  enacting the bidding of some ring leader as their minions.
  Espionage is practiced by many ill-meaning kenku,
  especially those found in cities. Their dark plumage, keen
  eyes, and flawless mimicry allows them to sneak about and
  get away with crimes. In the merchant districts of Capital
  Spire, one can find a kenku spy for hire without much
  difficulty, as they are eager to sort out disputes in exchange for
  some shiny coin.
  
  One day, orc flavor text will go here
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sundrian
  "Ouch!" yelped Melnspur. "You said it wouldn't hurt!"
  "You misheard me," said Mr. Jarum. "I said that it definitely
  would hurt. Now sit still, there's three more to go." With a
  rather unscrupulous jerk, Mr. Jarum ripped another spine out
  of the squire's arm.
  "Aaach!"
              -E.L Gardurman, Tales from the Penultimate Sunset
  A thunderous creak is heard in the desert, as if a gargantuan,
  decrepit door is closing. It's the sound of a sundrian pirate
  ship cresting over a sandy dune, heavy with the weight of a
  bounty of gold. Sundrians are natives to the deserts
  surrounding Vernestus who look towards the sand blowing in
  the wind to direct them in their nomadic ways.
  Trickster Origins
  Sundrian culture contains close ties the Aus, the goddess of
  wisdom, life, and nature. Naturally, this is the case, because
  sundrians look and act like cactuses. The desert dwelling race
  are excellent at retaining water, they live in harsh
  environments, they grow thorns, and they produce seedlings.
  Thus, many sundrians worship Aus, the mother of plants, as
  their patron deity. However, sundrians shun the actual origins
  of their race, as their beginnings sit unwell in the minds of
  other races.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  As the myth goes, Lok, the god of trickery and
  troublemaking, had grown bored of his usual antics of teasing
  mortals and prodding at the other gods. He looked down upon
  the material realm and saw all the feats of the creations of the
  deities. RG2 had solidified the planet in place, Aus had
  created the plants and wild animals, Mis had breathed
  sentience and magic into the world, and Lok had only
  contributed contrived chaos. Wanting to make his own mark
  on the world, he surveyed the land for the only place that was
  left untouched by the other deities. Finally, he settled on the
  desert, and he created the sundrians to spread throughout the
  world and cause chaos in his name. When the Vernal Sea
  boiled away, the sundrians crossed the newly created desert
  into the vulnerable underbelly of Vernestus.
  The period of time that followed became known as the
  Desert Rumble. All establishments bordering the desert were
  plagued by the sundrian immigrants. The Rumble was brief
  however, as the sundrians were weak compared to the other
  races of the time. The sundrians were defeated, and went
  about their nomadic lifestyles in the desert.
  Merchants and Plunderers
  There exists and old saying among the people of bordertowns
  along the Desneran desert. "When a sundrian isn't
  plundering, they're selling the goods they plundered." One
  would be lucky to travel through the desert without spotting a
  sundrian pirate barge, and even luckier to pass such a vessel
  with all of their belongings still on their person.
  Chapter 1 |Races of Vernestus
  19
  
   
  It is no more than a stereotype that sundrians suffer that
  most of them are cutthroat pirates waiting for an opportunity
  to steal your items. In fact, many are humble merchants that
  fairly trade in exotic wares.
  Blooming Flowers
  The greatest distinguishing factor between sundrians is the
  impressive floral displays atop their heads. Up until the age of
  maturity, the flowers remain as unopened green buds. The
  blooming of one's flower is a celebrated day in the life of a
  sundrian, an occasion of higher importance that one's
  birthday.
  In some sundrian cultures, younglings prepare for their
  blooming in a coming of age ceremony known as the Match of
  the Flower. Participants drink potions of blooming and engage
  in wrestling competitions, with the victor being rewarded with
  a handsome sum of coin and land to call their own.
  Sundrian Personality
  Having been created by a god of pranks and tricks, it is no
  wonder that many sundrians retain an innate quirkiness,
  regardless of their lifestyle. You can use the Sundrian Quirks
  table to determine a quirk for your sundrian character.
  Sundrian Quirks
  d8   Quirk
  1
  You eagerly take on quests, no matter how small the
  reward is.
  2
  You use mirages and illusions to get away with theft.
  3
  You suffer from a case of wanderlust and must
  ceaselessly explore the unknown.
  4
  You meticulously sharpen your thorns and hate when
  they become blunt.
  5
  You always rely on the same, dusty old weapon.
  6
  You seek out meals that are spicier and more exotic
  than your last.
  7
  You undeniably love the feeling of soft sand between
  your toes.
  8
  You always radiate happiness, even in the most dire
  of situations.
  Sundrian Names
  Sundrians are an androgynous race, and thus lack gender
  specific names. Names are chosen from the sundrian's unique
  dialect of Primordial, and are often conserved within families.
  Family names are typically derived from the occupations of
  the family's ancestors.
  Sundrian Names: Agalder, Bathanai, Desnera, Fel, Gorelda,
  Grith, K'nithka, Nethai, Ragdid, Rampark, Themien,
  W'nartan, Yelod, Yembora, Yugdeth, Zeke
  Family Names: Baloranegdi (Bigflower), Degdark'neld
  (Clothseller), Kontarzekper (Cointaker), Prickelamanai
  (Thornwrestler), Yarheldbarnem (Dunecrester)
  Sundrian Traits
  Born from the drifting winds of the desert, you share certain
  traits in common with all other sundrians.
  Ability Score Increase. Your Dexterity, Constitution, and
  Intelligence scores each increase by 1.
  Age. Sundrians are considered to reach maturity by the age
  of 8, when they sprout flowers from atop their heads. The
  eldest of sundrians can live to almost 200 years of age, but
  usually live to be around 100.
  Alignment. Bereaved by other races, sundrians struggle to
  see the wellbeing in the world, and are thus rarely good
  aligned. Sundrians meander through the desert, literally going
  with the flow of the wind, and driving many sundrians towards
  neutrality. Between pirate marauders and vigilantes, all
  alignments can be found amongst the sundrians, however.
  Size. Sundrians stand as tall as humans, but are often more
  physically imposing. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Desert Training. You have proficiency with land vehicles
  and two weapons of your choice.
  Dune Rider. You have advantage on all Dexterity saving
  throws and Dexterity (Acrobatics) checks made to resist
  falling prone.
  Heat Tolerance. You have resistance to fire damage.
  Mirage. You can cast silent image once with this trait
  without requiring material components. Once you cast silent
  image in this way, you can't do so again until you finish a long
  rest. Constitution is your spellcasting ability for this spell.
  Spines. You deal piercing damage equal to half your
  Constitution modifier, rounded up (minimum of 1) when you
  grapple a creature or when another creature grapples you.
  Languages. You can speak, read, and write Common,
  Auran, and Terran. In normal speech, sundrians speak their
  own dialect of Primordial, a mix between Auran and Terran.
  Chapter 1 |Races of Vernestus
  20
  
  One day, tiefling flavor text will go here
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Variant Triton Traits
  Since the triton of Vernestus are always near the
  grasp of death, many develop their spellcasting
  talents from a young age to stay healthy. When you
  make a triton character, you can choose to have the
  following trait, which replaces your Control Air and
  Water trait.
  Clerical Magic. You can cast false life with this
  trait as a 1st-level spell. Starting at 3rd level, you
  can cast lesser restoration with it, and starting at
  5th level, you can cast feign death with it. Once you
  cast a spell with this trait, you can't do so again
  until you finish a long rest. Charisma is your
  spellcasting ability for these spells.
  Triton
  "Some holy water will do, yeah. But bring a trident just to be
  safe."
                                                -Lady Telyarn, triton gravekeeper
  Tritons are valiant folk hailing from the Plane of Water where
  they scrounge a living at the depths of the endless ocean. Life
  is bleak, especially since the tritons live in the shroud of the
  demon Xoen the Deepest.
  Death from Below
  In the olden days of the First Era of Vernestus, the tritons
  lived in the vast Vernal Sea, where they flourished alongside
  innumerable species of marine life. They considered
  themselves protectors of the ocean's bounty, thwarting any evil
  doers that tried to exploit the rich resources of the sea. When
  the sea dried, however, the displaced tritons were forced to
  find a new home.
  Nowadays, tritons live on the sea floor on the Plane of
  Water in sprawling underwater cities. In Vernestus, they are a
  solemn people. Death constantly looms over the head of the
  tritons, as somewhere beneath the sea floor is the domain of a
  demon of cosmic power, known as Xoen the Deepest. The
  triton's proximity to Xoen has direct effects on their lives.
  Triton infirmaries are consistently full, as they are quick to
  catch disease, and even the fittest of their warriors become
  gaunt and blackened. The dead need constant tending, lest
  they rise again as zombies or skeletons.
  To stave off the grasp of death from the evil demon, most
  tritons train as monks or clerics. By praying to Aus and
  training the body, tritons can sustain themselves within the
  aura of Xoen far longer than they would be able to otherwise.
  Clerical Guidance
  In the city of Capital Spire, tritons typically make a living by
  dispensing clerical guidance to those who seek it. Tritons fill
  the roles of priests and priestesses, fortune tellers,
  gravekeepers, consultants, and all other manners of religious
  professions. Tritons may only stay within the city for part of
  the year and switch out with a triton living in the Plane of
  Water to give them a respite from the gloom. Oftentimes these
  tritons make themselves available to adventurers as healers in
  exchange for coin.
  Distrust of the Crown
  When dealing with the triton, the Crown of Vernestus treats
  the fishfolk with scrutiny and distrust. Rumors and prejudice
  have cemented the triton in the minds of the Crown as being
  spoiled with undeath. Those tritons practicing their crafts
  within city walls are often faced with a litany of fines,
  accusations, and limiting stipulations. Needless to say, this
  has lead many tritons to reflexively dislike the rulers of the
  Crown.
  Chapter 1 | Races of Vernestus
  22
  
  Undergolem
  Down below, where trust is spread thin
  Ire, gore, and misanthropy win.
  Through the gloom, I see the rock to my church.
  A guiding hand for which I search.
  This is the undergolem.
                                        -Tim Gusparkle, The Ballad of Below
  Somewhere, connecting the overgrown grottoes beneath the
  soil, is an unseen and unheard people known as the
  undergolems. Reclusive and ancient, undergolems are
  complacent to never venture forth to the surface, and remain
  in their bleak and dark domain. That is, until an undergolem
  is bestowed with their duty, a right every undergolem must
  face upon reaching adulthood. Undergolems are elementals
  tied to the literal earth of Vernestus, originating from the
  ground centuries before others settled the area.
  Twilight Caves
  Undergolems, known as the "gaana-ib" in Terran, are hulking
  creatures that would normally tower over most of the races
  across the Dungeons & Dragons multiverse if not for the fact
  that they live secluded lives under the ground. Upon reaching
  the age of maturity, a budding undergolem seeks their own
  path in life by departing from their familial home and settling
  in a new cave where they will spend a life of hermitage.
  The day to day routines of a typical undergolem is simple,
  and often includes meditation and tending to fungal gardens.
  Many members of the race belong to an order of monks or a
  circle of druids, and pass time by quietly serving their
  customs.
  Undergolems are at home surrounded by rocky caverns and
  spiny stalagmites, and have adapted to the subterranean
  environment. Only rarely will an undergolem seek company
  with other humanoids, and such engagements are usually
  only to produce offspring. However, if one who is lost happens
  to stumble across the dwelling of an undergolem, they are
  notoriously hospitable and willing to help, albeit with some
  form of compensation.
  Many undergolems keep animal companions to pass the
  sunless days with company, as life underground can get quite
  lonely.
  Awaiting Duty
  The most important and sacred part of an undergolem's life is
  achieving their "gaana," or "duty" as it's known in Common.
  For many undergolems, their duty comes to them in a dream
  sometime after they reach maturity, although it may manifest
  in many ways. Once a duty has been given, the undergolem's
  life changes drastically from their previously reclusive
  existence. The undergolem may spontaneously adopt morals
  and personality traits that were absent beforehand, and they
  feel an innate desire to rush out into the greater world and
  fulfill their duty.
  In some cases, the gaana of an undergolem may be broad or
  vague, such as "rid the world of evil" or "find your place
  among the people." In such cases, undergolems may become
  adventurers for their entire lives, never fully accomplishing
  their goal. However, sometimes an undergolem's gaana is a
  clearly completable task, such as "kill the evil necromancer to
  the west" or "assassinate the current high king of the realm."
  Even when an undergolem completes their duty, they are
  forever changed by the experience, and may opt to not return
  to a life of solitude, but instead remain a citizen of the broader
  world.
  Spring of Transmutation
  Due to their elemental nature, undergolem's are gifted with
  the power of transmutation magic at birth. With ancestors
  originating from the Plane of Earth, undergolems have the
  capability to manipulate mundane stones to aid them in
  survival.
  At birth, their elemental nature isn't fully present, and they
  appear as hairy humanoids with pointed ears, reminiscent of
  a baby yeti. As an undergolem is infused with earth magic
  from their surroundings, their adult body begins to show.
  Slowly, they replace their hair with gritty stone shards that
  cover their body, with only patches of flesh left over. An
  undergolems weight can triple during the process of lithifying.
  Chapter 1 |Races of Vernestus
  23
  
  Undergolem Personality
  Living lives of secluded hermitage, many undergolems lack
  knowledge of the nuances of social interaction. When an
  undergolem embarks on their life mission, they may be
  viewed as bizarre and unorthodox to the average person. You
  can use the Undergolem Quirks table to determine a quirk for
  your undergolem character.
  Undergolem Quirks
  d8   Quirk
  1
  You are uneasy when you are around creatures larger
  than you.
  2
  You enjoy hugs a little too much.
  3
  You feel uncomfortable being under full sun and
  often seek shade.
  4
  You prefer to stay silent, even when you are being
  questioned.
  5
  You are very picky when choosing which stones to
  imbue with magic, and you never let others touch
  them.
  6
  You are hesitant to help others without some
  reassurance of compensation.
  7
  You are blinded by honor or by your ideal.
  8
  You constantly remind others of your duty, to the
  point it becomes your catchphrase.
  Undergolem Names
  When an undergolem is born to their parents, they are given a
  traditional name in the Terran language, which resemble the
  childhood names of great undergolem adventurers. Beyond
  reproduction, undergolems see no distinction between males
  and females and favor gender neutral names. When an
  undergolem finds their duty, they choose a new name that
  corresponds with their mission. Most undergolems prefer to
  be called by their duty name, but keep their childhood name
  as their true name.
  Childhood Names: Arnatek, Bakin, Crispar, Cunkap, Dyerba,
  Ert, Hark, Jaunt, Jokull, Koloreln, Korrum, Lagram, Marnar,
  Nis, Ofelda, Thumi, Welkin, Veyka, Zaik, Zur
  Duty Names: Attends-to-Cats, Bathes-in-Blood, Dances-with-
  Fire, Hunts-Elk, Hunts-for-Glory, Picks-Daisies, Purges-
  Sins, Rules-the-Sea, Seeks-the-Unknown, Smiths-Swords,
  Solves-Mysteries, Tames-Bears
  Undergolem Traits
  As an undergolem, you share certain traits with your cave
  dwelling kin.
  Ability Score Increase. Your Strength score increases by
  1, and your Wisdom score increases by 2.
  Age. Undergolems reach the age of maturity at the age of
  50 when they are urged to leave their childhood dwelling and
  seek a new cave. Undergolems are relatively long lived, able to
  reach the age of 300.
  Alignment. Undergolems are notorious for their neutrality
  and their naïveté towards the bigger world. Self sufficient and
  reclusive, undergolems care little for good, evil, law, or chaos.
  However, when an undergolem is struck with their duty, they
  may adopt an alignment related to their cause.
  Size. Undergolems are fairly tall and heavy set, averaging
  around 8 feet in height and 800 pounds in weight. Your size is
  Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Being of a race that dwells in dark caves, you
  have superior vision in dark and dim conditions. You can see
  in dim light within 60 feet of you as if it were bright light, and
  in darkness as if it were dim light. You can't discern color in
  darkness, only shades of gray.
  Gaana Stone. You can spend 8 hours creating a gaana
  stone from a normal stone. You may sleep during this time,
  but you must remain in contact with the stone for the entire
  duration. When you do so, choose a color from the Gaana
  Stones table. The stone becomes the color you choose. As
  long as the stone is in your possession, you have advantage on
  saving throws against certain conditions depending on the
  color of the stone. Only you can gain the benefits of your
  gaana stone.
  If you create a new gaana stone, the previous one ceases to
  function and loses its color.
  Touch of Transmutation. You know the magic stone
  cantrip. Once you reach 3rd level, you can cast the longstrider
  spell once per day as a 1st-level spell. Once you reach 5th level,
  you can also cast the enhance ability spell once per day as a
  2nd-level spell. Wisdom is your spellcasting ability for these
  spells.
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you can
  push, drag, or lift.
  Languages. You can speak, read, and write Common and
  Terran.
  Gaana Stones
  Color
  Condition
  Green
  Poisoned
  White
  Blinded and deafened
  Pink
  Charmed
  Chapter 1 | Races of Vernestus
  24
  
  Chapter 2: Class Options
  B
  rave adventurers require a repertoire of fantastic
  abilities in order to thwart the supernatural
  opponents they face in their day to day lives. The
  class you choose for your character represents
  their specialization in the way that they deal with
  their enemies. You can find the twelve base
  classes and more about what your class
  represents in the Player's Handbook.
  This section includes two classes; the tinkermage, and the
  guerrilla. If you are playing in Vernestus, you can choose to
  use the tinkermage or the class it is based upon, the artificer,
  which can be found in the Unearthed Arcana articles.
  Later in this section you can find nine subclasses for
  existing classes in the Player's Handbook: the College of the
  Homefront for the bard, the Automaton Domain for the cleric,
  the Way of Hulking Earth for the monk, the Sniper Conclave
  for the ranger, the Desperado Archetype for the rogue, the
  Fragment Origin for the sorcerer, the Pact of the Giga for the
  warlock, and the School of Slinging and the School of the
  Greats for the wizard.
  Tinkermage
  Standing precariously atop a ladder, a gnome engineer grasps
  at the apex of her mechanical wonder. As fast as lightning, her
  hands move between wrenches, gears, wires, and pliers.
  Hours pass, and she doesn't break a sweat.
  Trapped in a holding cell, a red-skinned tiefling ruffles
  through a leather bag ladened with colorful patches. He
  scratches his chin before he settles on a skinny vial of a
  bubbling green liquid. He breaks the vial against the cell wall,
  and the acid within begins crumbling the stonework
  immediately.
  In an onslaught of battle, a towering warforged equips their
  inbuilt blunderbuss against the charging hoard of barbarians.
  They look down the sights of their bronzed shotgun, crank the
  charging apparatus, and fire off a deadly burst of lightning
  down the barrel.
  Tinkermages, as the name may suggest, are engineers that
  hail from the Crown of Vernestus. They are as varied in
  talents as the people of the Crown, settling in many distinct
  specialties regarding a technological approach to magic.
  Engineering and Innovation
  Tinkermages are alight with a constant flow of ideas pouring
  through their heads. They are gifted with the brainpower of
  geniuses, allowing them to push the boundaries of all known
  science and adapt their findings to create practical solutions
  to everyday problems. Be it for the greater good or for
  personal reasons, tinkermages do just that — solve problems
  — and they do it with immaculate efficiency.
  Tinkermages come in a variety of shapes and sizes within
  the Crown of Vernestus. The revolution of mechanical
  industry began with the gnomes during the War of
  Establishment, but the practice has been adopted by many.
  Tinkermages range from government officials ordered to
  produce firearms for the military to crackpot scientists
  building illegal warforged in their basements.
  Cutthroat Rivalries
  In an era where technology is moving faster than it ever has
  before, inventors have the opportunity to make breakthroughs
  in science that will solidify their name in history. As a natural
  result, tinkermages will often develop rivals with other
  tinkerers as they race to create new feats of engineering. In
  some circumstances, rivals may turn into cutthroat enemies,
  who may resort to physical violence or stealing secret
  blueprints.
  Master
  Tinkermages may have an innate acumen, but many must
  learn to hone their skills with an instructor to truly succeed.
  Many start their journey into magic and technology as an
  apprentice to a master tradesman or professor at a university.
  If you decide that you were taught by a master, consider the
  unique aspects of your master. What was their specialty?
  What are their quirks and personality? Was there a set of
  circumstances that separated you and your master, or do you
  still work together with them as a colleague?
  Masters
  d6   Master
  1
  You learned from an instructor that gave large
  lectures at a university and you don't know them at a
  personal level.
  2
  Your teacher was a sentient book written by a tinkerer
  of legend.
  3
  Your master was a very successful entrepreneur that
  happened to attract many rival tinkerers.
  4
  You were taught by a family member when you were
  young, but they disappeared before they completed
  your training.
  5
  Your master was a stern member of the Crown who
  berated you for even the simplest of mistakes.
  6
  You learned from a humble old timer who wanted to
  impart their wisdom before they passed.
  Chapter 2 | Class Options
  25
  
  Stamp of Ownership
  Many tinkermages mark their creations with a stamp of
  ownership, a small symbol that designates the object as that
  of their own work. Some are prolific inventors and mark their
  creations so they aren't lost amongst clutter, and some mark
  their creations for aesthetic reasons. Other tinkerers mark
  their creations to protect them from rivals who wish to steal
  them, and can be used as a proof of ownership. When you
  make a tinkermage, consider if you have a stamp of ownership
  and what form it takes.
  Stamps of Ownership
  d6   Stamp of Ownership
  1
  A blue jay picking a berry from a tree branch
  2
  Your signature, stylized to look like a mountain range
  3
  A skeletal hand clutching a wrench
  4
  A rather inartistic representation of your face
  5
  A cog with each digit of the serial number between
  the spokes
  6
  Three fish leaping from a cresting wave
  Rival
  The heat of competition brews creations that are stronger
  than those without it. Many tinkerers define themselves by
  their triumphs over their rivals and support their status by
  crossing their adversaries.
  When creating the backstory for your tinkermage character,
  consider introducing a rival, and how they influenced you.
  What caused them to become your rival? What is the nature
  of your rivalry? Are they a friend in an amicable competition or
  a serious, conniving adversary? Do you secretly admire your
  rival, or wish you could be in their position?
  Rivals
  d6   Rival
  1
  Your rival is a childhood friend who stabbed you in
  the back after you courted the person they fancied.
  2
  Your rival is your former master. They grew sour when
  you began outperforming them.
  3
  Your adversary is a wicked witch who foils your plans
  with grotesque concoctions.
  4
  Your rival is a former coworker that employs thieves
  to steal your inventions.
  5
  Your adversary is a metal elemental who believes that
  humanoids are unfit to meddle with technology.
  6
  You consider yourself the rival of a notorious tinkerer
  that hasn't heard of your existence.
  Creating a Tinkermage
  When creating a tinkermage character, think about your
  characters origin as an inventor and how they relate to the
  world around them. Talk with your DM about the job you hold
  as a tinkerer, if you possess a job, and the inventions that you
  have created.
  
  The Tinkermage
  Level
  Proficiency
  Bonus
  Features
  Infusions
  Known
  Infused
  Items
  Cantrips
  Known
  1st   2nd   3rd   4th   5th   
  1st
  +2
  Magical Tinkering, Spellcasting
  —
  —
  2
  2
  —
  —
  —
  —
  2nd
  +2
  Infuse Item
  3
  2
  2
  2
  —
  —
  —
  —
  3rd
  +2
  Tinkermage Specialist, Tool
  Expertise
  3
  2
  2
  3
  —
  —
  —
  —
  4th
  +2
  Ability Score Improvement
  4
  2
  2
  3
  —
  —
  —
  —
  5th
  +3
  Extra Attack
  4
  2
  2
  4
  2
  —
  —
  —
  6th
  +3
  Tinkermage Specialist Feature
  4
  3
  2
  4
  2
  —
  —
  —
  7th
  +3
  —
  5
  3
  2
  4
  3
  —
  —
  —
  8th
  +3
  Ability Score Improvement
  5
  3
  2
  4
  3
  —
  —
  —
  9th
  +4
  —
  5
  3
  2
  4
  3
  2
  —
  —
  10th
  +4
  Mage of Experience
  5
  3
  3
  4
  3
  2
  —
  —
  11th
  +4
  —
  6
  4
  3
  4
  3
  3
  —
  —
  12th
  +4
  Ability Score Improvement
  6
  4
  3
  4
  3
  3
  —
  —
  13th
  +5
  —
  6
  4
  3
  4
  3
  3
  1
  —
  14th
  +5
  Tinkermage Specialist Feature
  6
  4
  4
  4
  3
  3
  1
  —
  15th
  +5
  —
  7
  4
  4
  4
  3
  3
  2
  —
  16th
  +5
  Ability Score Improvement
  7
  5
  4
  4
  3
  3
  2
  —
  17th
  +6
  —
  7
  5
  4
  4
  3
  3
  3
  1
  18th
  +6
  Spell-Storing Item
  7
  5
  4
  4
  3
  3
  3
  1
  19th
  +6
  Ability Score Improvement
  8
  5
  4
  4
  3
  3
  3
  2
  20th
  +6
  Soul of Artifice
  8
  5
  4
  4
  3
  3
  3
  2
  What is the invention that you're most proud of? What does it
  do, and how did you come about building it? Perhaps you had
  to go on a quest to obtain a key component of the invention.
  Why do you create inventions? Do you sell them for money,
  use them for personal use, or some other reason? Maybe
  you're indebted to a poor village and seek to increase the
  quality of life of those who live there.
  Quick Build
  You can make a tinkermage by following these suggestions.
  First, put your highest ability score in Intelligence, followed by
  Constitution or Dexterity. Second, choose the inventor or sage
  background.
  Class Features
  As a tinkermage, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per tinkermage level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per tinkermage level after 1st
  Proficiencies
  Armor: Light armor, medium armor, shields
  Weapons: Industrial weapons, hand crossbows, heavy
  crossbows
  Tools: Tinker's tools, one other tool of your choice
  Saving Throws: Constitution, Intelligence
  Skills: Choose two from Arcana, History, Investigation,
  Medicine, Nature, Sleight of Hand
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) two knuckledusters or (b) any industrial melee weapon
  20 powder slugs and (a) a blunderbuss or (b) a flintlock
  (a) tinker's tools or (b) any tool of your choice
  (a) studded leather armor or (b) scale mail
  Chapter 2 | Class Options
  27
  
  Magical Tinkering
  At 1st level, you learn how to invest a spark of magic in objects
  that would otherwise be mundane. To use this ability, you
  must have tinker's tools or other artisan's tools in hand. You
  then touch a Tiny nonmagical object as an action and give it
  one of the following magical properties of your choice:
  The object sheds bright light in a 5-foot radius and dim
  light for an additional five feet.
  Whenever tapped by a creature, the object emits a
  recorded message that can be heard up to 10 feet away.
  You utter the message when you bestow this property on
  the object, and the recording can be no more than 6
  seconds long.
  The object continuously emits your choice of an odor or a
  nonverbal sound (wind, waves, chirping, or the like). The
  chosen phenomenon is perceivable up to 10 feet away.
  A static visual effect appears on one of the object's
  surfaces. This effect can be a picture, up to 25 words of
  text, lines and shapes, or a mixture of these elements, as
  you like.
  The chosen property lasts indefinitely. As an action, you can
  touch the object and end the property early.
  You can give the magic of this feature to multiple objects,
  touching one object each time you use the feature, and a
  single object can bear only one of the properties at a time. The
  maximum number of objects you can affect with the feature at
  one time is equal to your Intelligence modifier (minimum of
  one object). If you try to exceed your maximum, the oldest
  property immediately ends, and then the new property
  applies.
  Spellcasting
  You have studied the workings of magic, how to channel it
  through objects, and how to awaken it within them. As a
  result, you have gained a limited ability to cast spells. To
  observers, you don't appear to be casting spells in a
  conventional way; you look as if you're producing wonders
  through various items.
  Tools Required
  You produce your tinkermage spell effects through your tools.
  You must have a spellcasting focus — specifically tinker's tools
  or some kind of artisan's tools — in hand when you cast any
  spell with this Spellcasting feature. You must be proficient
  with the tool to use it in this way. See chapter 5, "Equipment,"
  in the Player's Handbook for descriptions of these tools.
  After you gain the Infuse Item feature at 2nd level, you can
  also use any item bearing one of your infusions as a
  spellcasting focus.
  Cantrips
  At 1st level, you know two cantrips of your choice from the
  tinkermage spell list at the end of this class description. At
  higher levels, you learn additional tinkermage cantrips of your
  choice, as shown in the Cantrips Known column of the
  Tinkermage table.
  When you gain a level in this class, you can replace one of
  the tinkermage cantrips you know with another cantrip from
  the tinkermage spell list.
  Preparing and Casting Spells
  The Tinkermage table shows how many spell slots you have to
  cast your tinkermage spells. To cast one of your tinkermage
  spells of 1st level or higher, you must expend a slot of the
  spell's level or higher. You regain all expended spell slots when
  you finish a long rest.
  You prepare the list of tinkermage spells that are available
  for you to cast, choosing from the tinkermage spell list. When
  you do so, choose a number of tinkermage spells equal to your
  Intelligence modifier + half your tinkermage level, rounded
  down (minimum of one spell). The spells must be of a level for
  which you have spell slots.
  For example, if you are a 5th-level tinkermage, you have four
  1st-level and two 2nd-level spell slots. With an Intelligence of
  14, your list of prepared spells can include four spells of 1st or
  2nd level, in any combination. If you prepare the 1st-level spell
  cure wounds, you can cast it using a 1st-level or a 2nd-level
  slot. Casting a spell doesn't remove it from your list of
  prepared spells.
  You can change your list of prepared spells when you finish
  a long rest. Preparing a new list of tinkermage spells requires
  time spent tinkering with your spellcasting focuses: at least 1
  minute per spell level for each spell on your list.
  Spellcasting Ability
  Intelligence is your spellcasting ability for your tinkermage
  spells; your understand of the theory behind magic allows you
  to wield these spells with superior skill. You use your
  Intelligence whenever a tinkermage spell refers to your
  spellcasting ability. In addition, you use your Intelligence
  modifier when setting the saving throw DC for a tinkermage
  spell you cast and when making an attack with one.
  Spell Save DC = 8 + your proficiency bonus + your
  Intelligence modifier 
  Spell attack modifier = your proficiency bonus + your
  Intelligence modifier
  Ritual Casting
  You can cast a tinkermage spell as a ritual if that spell has the
  ritual tag and you have the spell prepared.
  Chapter 2 | Class Options
  28
  
  Infuse Item
  At 2nd level, you gain the ability to imbue mundane items with
  certain magical infusions. The magic items you create with
  this feature are effectively prototypes of permanent items.
  Infusions Known
  When you gain this feature, pick two tinkermage infusions to
  learn, choosing from the "Tinkermage Infusions" section at
  the end of the class's description. You learn additional
  infusions of your choice when you reach certain levels in this
  class, as shown in the Infusions Known column of the
  Tinkermage table.
  Whenever you gain a level in this class, you can replace one
  of the tinkermage infusions you learned with a new one.
  Infusing an Item
  Whenever you finish a long rest, you can touch a nonmagical
  object and imbue it with one of your tinkermage infusions,
  turning it into a magic item. An infusion works on only certain
  kinds of objects, as specified in the infusion's description. If
  the item requires attunement, you can attune yourself to it the
  instant you infuse the item, or you can forgo attunement so
  that someone else can attune to the item. If you decide to
  attune to the item later, you must do so using the normal
  process for attunement (see "Attunement" in the Dungeon
  Master's Guide, page 136).
  Your infusion remains in an item indefinitely, but when you
  die, the infusion vanishes after a number of days have passed
  equal to your Intelligence modifier (minimum of 1 day). The
  infusion also vanishes if you give up your knowledge of the
  infusion for another one.
  You can infuse more than one nonmagical object at the end
  of a long rest; the maximum number of objects appears in the
  Infused Items column of the Tinkermage table. You must
  touch each of the objects, and each of your infusions can be in
  only one object at a time. If you try to exceed your maximum
  number of infusions, the oldest infusion immediately ends,
  and then the new infusion applies.
  Tinkermage Specialist
  At 3rd level, you choose the type of specialist you are:
  Alchemist, Artillerist, or Golemancer, each of which is
  detailed at the end of the class's description. Your choice
  grants you features at 3rd level and again at 6th and 14th
  level.
  Tool Expertise
  Starting at 3rd level, your proficiency bonus is doubled for any
  ability check you make that uses your proficiency with a tool.
  Ability Score Improvement
  When you reach 4th, 8th, 12th, 16th, and 19th level, you can
  increase one ability score of your choice by 2, or you can
  increase two ability scores of your choice by 1. As normal, you
  can't increase an ability score above 20 using this feature.
  Extra Attack
  Starting at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Mage of Experience
  At 10th level, you gain the ability to make sure you have the
  right magical tool for a job. You add two spells of your choice
  from any class to your tinkermage spell list, and the chosen
  spells count as tinkermage spells for you. A spell you choose
  must be of a level you can cast, as shown on the Tinkermage
  table. When you prepare a spell after completing a long rest,
  you can choose one of these spells to prepare.
  Additionally, when you level up, you can replace one of
  these spells with another spell from any class's spell list, given
  that the spell is of a level you can cast.
  Spell-Storing Item
  When you reach 18th level, you learn how to store a spell in an
  object for repeated use. Whenever you finish a long rest, you
  can touch one simple or martial weapon or an item that you
  can use as a spellcasting focus and store a spell in it, choosing
  one 1st- or 2nd-level spell from the tinkermage spell list that
  requires 1 action to cast (you don't need to have the spell
  prepared). With the object in hand, a creature can take an
  action to produce the spell's effect from it, using your
  spellcasting ability modifier.
  The spell stays in the object until it has been used a number
  of times equal to twice your Intelligence modifier (minimum
  of twice) or until you use this feature again.
  Soul of Artifice
  At 20th level, your understanding of magic items is
  unmatched, allowing you to mingle your soul with items linked
  to you. You can attune to up to six magic items at once. In
  addition, you gain a +1 bonus to all saving throws per magic
  item you are currently attuned to.
  Tinkermage Specialists
  Tinkermages pursue a variety of disciplines. Here are three
  specialist options you choose from at 3rd level: the Alchemist,
  the Artillerist, and the Golemancer.
  Alchemist
  An alchemist is an expert at combining exotic reagents to
  produce mystical effects. Among tinkerers, members of this
  subclass are the greatest healers, as well as the ones most
  adept at wielding dangerous chemicals.
  Alchemists in Vernestus are somewhat uncommon, as
  tinkering was initially developed as a tool of war. Dwarves are
  most commonly drawn to being alchemists as they are often
  pragmatic tinkerers, searching for solutions to every day
  problems. The Nuldin family of dwarves are notorious for
  their eccentricity of alchemy and their crazy harebrained
  schemes to revolutionize the daily lives of Crown citizens. As
  such, the Nuldin family provides most alchemists with the
  reagents they need and control many apothecaries,
  laboratories, and arcane sanctums across the land.
  Chapter 2 | Class Options
  29
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tools of the Trade
  By the time you adopt this specialty at 3rd level, you're deeply
  familiar with employing its tools.
  Proficiencies. You gain proficiency with alchemist's
  supplies and the herbalism kit, assuming you don't already
  have them. You also gain alchemist's supplies and an
  herbalism kit for free — the result of tinkering you've done as
  you've prepared for this specialization.
  Crafting. If you craft a magic item in the potion category, it
  takes you a quarter of the normal time, and it costs you half as
  much of the usual gold.
  Alchemist Spells
  Starting at 3rd level, you always have certain spells prepared
  after you reach particular levels in this class, as shown in the
  Alchemist Spells table. These spells count as tinkermage
  spells for you, but they don't count against the number of
  tinkermage spells you prepare.
  Alchemist Spells
  Tinkermage Level   Spell
  3rd
  purify food and drink, ray of sickness
  5th
  Melf's acid arrow, web
  9th
  create food and water, stinking cloud
  13th
  blight, death ward
  17th
  cloudkill, raise dead
  Alchemical Concoctions
  At 3rd level, you can swiftly concoct dubious potions and
  poisons by mixing reagents. As a bonus action, you can create
  and use one of the following concoctions. You can use this
  feature three times, and regain all expended uses of this
  feature when you finish a long rest. Alternatively, you can
  using an action and expend a spell slot of 1st level or higher
  while holding your alchemist's supplies to regain all expended
  uses of this feature.
  Acid Bomb. You hurl a pot of bubbling acid at a creature or
  object within 30 feet of you. Make a ranged spell attack. On a
  hit, you deal acid damage equal to 1d6 + your Intelligence
  modifier. Objects and structures take double damage from this
  concoction, and using this concoction doesn't expend a use of
  this feature.
  Aether Gel. You splash a viscous blue gel on a creature
  within 5 feet of you. The creature gains a flying speed of 10
  feet for 10 minutes.
  Alchemical Fire. You toss a glob of volatile red liquid at a
  creature, object, or surface within 30 feet of you. On impact,
  any creature in that area must succeed on a Dexterity saving
  throw or take 1d6 fire damage. The flames ignite any
  flammable objects in the area that aren't being worn or
  carried. Using this concoction doesn't expend a use of this
  feature.
  Liquid Courage. You apply a creamy golden salve to a
  creature within 5 feet of you. The creature feels giddy and
  effective, gaining advantage on certain ability checks in the
  next hour. The creature chooses the checks before or after
  rolling. The magic runs out after the target has used it on a
  number of checks equal to your Intelligence modifier
  (minimum of 1).
  Soot of Fettle. You sprinkle sparkly dust on a creature
  within 5 feet of you. The creature gains a number of
  temporary hit points equal to 2d6 + your Intelligence modifier.
  Alchemical Mastery
  At 6th level, your command of magical chemicals has become
  masterful, enhancing the healing and damage you create using
  them. When you cast a spell using your alchemist's supplies
  as the spellcasting focus, you gain a bonus to one roll of the
  spell. That roll must restore hit points or be a damage roll that
  deals acid or poison damage, and the bonus equals your
  Intelligence modifier (minimum of +1).
  In addition, you can cast lesser restoration without
  expending a spell slot, provided you use alchemist's supplies
  as the spellcasting focus. You can do so a number of times per
  day equal to your Intelligence modifier (minimum of once).
  Chemical Savant
  By 14th level, you have been exposed to so many chemicals
  and unlocked their secrets that they pose little risk to you, and
  you can use them to quickly end certain ailments. You gain
  resistance to acid damage and poison damage, and you are
  now immune to the poisoned condition.
  In addition, you can cast greater restoration once without
  expending a spell slot and without providing the material
  component, provided you use alchemist's supplies as the
  spellcasting focus. You regain the ability to do so when you
  finish a long rest.
  Chapter 2 | Class Options
  30
  
  Artillerist
  An artillerist specializes in using magic to create explosions
  and defensive positions, as well as magic-infused firearms that
  can be used on the battlefield.
  During the War of Establishment, many warforged were
  built to act as artillerists. Nowadays, artillerists are employed
  by the Crown to act as sentries against pirates and vagabonds.
  Tools of the Trade
  By the time you adopt this specialty at 3rd level, you're deeply
  familiar with employing its tools.
  Proficiencies. You gain proficiency with smith's tools,
  assuming you don't already have it. You also gain smith's tools
  for free — the result of tinkering you've done as you've
  prepared for this specialization.
  In addition, you gain the ability to use firearms as
  spellcasting focuses for your tinkermage spells. You also gain
  a firearm of your choice for free, which you've created in your
  spare time.
  Crafting. If you craft a magic item in the weapon category, it
  takes you a quarter of the normal time, and it costs you half as
  much of the usual gold.
  Artillerist Spells
  Starting at 3rd level, you always have certain spells prepared
  after you reach particular levels in this class, as shown in the
  Artillerist Spells table. These spells count as tinkermage
  spells for you, but they don't count against the number of
  tinkermage spells you prepare.
  Artillerist Spells
  Tinkermage Level   
  Spell
  3rd
  shield, thunderwave
  5th
  scorching ray, shatter
  9th
  fireball, wind wall
  13th
  ice storm, wall of fire
  17th
  cone of cold, wall of force
  Arcane Turret
  At 3rd level, you learn how to create a magical turret. With
  your smith's tools in hand, you can take an action to magically
  summon a Medium turret in an unoccupied space on a
  horizontal surface within 5 feet of you.
  The turret is a magical object of your design that occupies
  its space. It has an AC of 18 and a number of hit points equal
  to five times your tinkermage level. It is immune to poison
  damage, psychic damage, and all conditions. If it is forced to
  make an ability check or a saving throw, treat all its ability
  scores as 10 (+0). If the mending spell is cast on it, it regains
  2d6 hit points. It disappears if it is reduced to 0 hit points or
  after 10 minutes. You can dismiss it early as an action.
  When you summon the turret, you decide which type it is,
  choosing from the options on the Arcane Turrets table. On
  each of your turns, you can take a bonus action to cause the
  turret to activate if you are within 60 feet of it. As part of the
  same action, you can direct the turret to walk or climb up to
  15 feet to an unoccupied space.
  You can summon a turret once for free and must finish a
  long rest before doing so again. You can also summon a turret
  by expending a spell slot of 1st level or higher. If you summon
  a second turret, the first turret disappears.
  As an action, you can command your turret to detonate if
  you are within 60 feet of it. Doing so destroys the turret and
  forces each creature within 10 feet of it to make a Dexterity
  saving throw against your spell save DC, taking 3d6 force
  damage on a failed save or half as much on a successful one.
  Arcane Turrets
  Turret                Activation
  Flamethrower
  The turret exhales fire in a 15-foot cone
  that you designate. Each creature in that
  area must make a Dexterity saving throw
  against your spell save DC., taking 1d8 fire
  damage on a failed save or half as much
  damage on a successful one. The fire
  ignites any flammable objects in the area
  that aren't being worn or carried.
  Force Ballista
  Make a ranged spell attack, originating
  from the turret, at one creature or object
  within 120 feet of it. On a hit, the target
  takes 2d8 force damage, and if the target
  is a creature, it is pushed up to 5 feet away
  from the turret.
  Defender
  The turret emits a burst of positive energy
  that grants itself and each creature of your
  choice within 10 feet of it a number of
  temporary hit points equal to 1d8 + your
  Intelligence modifier (minimum of +1).
  Artifice Slinger
  By 6th level, you have experimented with mixing your martial
  prowess with your spellcasting. When you take the Attack
  action with a firearm, you can forgo the second attack granted
  by your Extra Attack feature to cast a cantrip with a casting
  time of one action instead from your firearm. The range for
  any spell you cast using this feature is either the range of the
  spell or the maximum range of the firearm, whichever is
  lower.
  When you reach 14th level in this class, you can cast a spell
  of 1st-level or higher using this feature, as long as the spell
  has a casting time of one action.
  Fortified Position
  Starting at 14th level, you're a master at conjuring a well-
  defended emplacement. You and your allies have half cover
  while within 10 feet of a turret you create with Arcane Turret,
  as a result of a shimmering field of magical protection that the
  turret emits.
  You can also summon a second turret for free and must
  finish a long rest before doing so again. If you summon the
  second turret while the first is still present, the first one
  doesn't disappear, and each turret can be of a different type (if
  you summon a third turret, the first turret vanishes). Moreover,
  you can use one bonus action to activate both turrets.
  Chapter 2 | Class Options
  31
  
  Golemancer
  A golemancer breathes life into what was once the mundane.
  They are the most mystical of all tinkermages, imbuing
  objects with written word to act as their directive.
  Master golemancers were the first to create bots of their
  own, namely the warforged. Golemancy is popular among
  those that wish to command hordes of minions that don't tire,
  but don't wish to partake in necromancy.
  Tools of the Trade
  By the time you adopt this specialty at 3rd level, you're deeply
  familiar with employing its tools.
  Proficiencies. You gain proficiency with calligrapher's
  supplies, assuming you don't already have them. You also gain
  calligrapher's supplies for free — the result of tinkering you've
  done as you're prepared for this specialization.
  Crafting. If you craft a magic item in the scroll category, it
  takes you a quarter of the normal time, and it costs you half as
  much of the usual gold.
  Golemancer Spells
  Starting at 3rd level, you always have certain spells prepared
  after you reach particular levels in this class, as shown in the
  Golemancer Spells table. These spells count as tinkermage
  spells for you, but they don't count against the number of
  tinkermage spells you prepare.
  Golemancer Spells
  Tinkermage Level   
  Spell
  3rd
  find familiar, unseen servant
  5th
  dragon's breath, skywrite
  9th
  life transference, tiny servant
  13th
  compulsion, polymorph
  17th
  awaken, skill empowerment
  Raise Golem
  At 3rd level, you learn the mystical and enigmatic methods for
  creating a special golem that is formed from mundane
  material.
  Whenever you finish a long rest and your calligrapher's
  supplies are with you, you can form this golem in an
  unoccupied space within 5 feet of you. If you already have a
  golem from this feature, the first one immediately dies.
  The golem is friendly to you and your companions, and it
  obeys your commands. See this creature's game statistics in
  the Tinker Golem stat block. You determine the golem's
  appearance, which may incorporate elements of nonliving
  materials or living tissues.
  In combat, the golem shares your initiative count, but it
  takes its turn immediately after yours. The only action it takes
  on its turn is the Dodge action, unless you take a bonus action
  on your turn to command it to take one of the actions in its
  stat block or to take the Dash, Disengage, or Help action.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the mending spell is cast on it, it regains 2d6 hit points. If
  it has died within the last hour, you can use your calligrapher's
  supplies as an action to revive it, provided you are within 5
  feet of it and you expend a spell slot of 1st level or higher. The
  golem returns to life with all its hit points restored.
  Chapter 2 | Class Options
  32
  Tinker Golem
  Tiny construct, neutral
  Armor Class 13 (natural armor)
  Hit Points equal to five times your level in this class +
  your Intelligence modifier
  Speed 20 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (–2)
  Skills Perception +4, Stealth +4
  Damage Immunities the type of damage you choose
  for Elemental Bash, poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60ft., passive Perception 10
  Languages understands the languages you speak
  Might of the Master. The following numbers increase
  by 1 when you proficiency bonus increases by 1: the
  golem's skill bonuses and the bonuses to hit and
  damage of its Elemental Bash.
  Actions
  Elemental Bash. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one creature. Hit: 1d8 + 2 damage. Each
  time you form the golem, you choose what type of
  damage this attack deals, choosing from the
  following list: acid, cold, fire, lightning, or thunder.
  Dampening Bond. If the golem is within 30 feet of
  you, it grants you resistance to all damage until the
  start of your next turn. Each time you take damage
  during that time, the golem takes the same amount
  of damage.
  
  Magical Script
  By 6th level, you have expanded your ability to control objects
  other than your own creation by writing magical scripts.
  When you write a script, you must spend at least 1 minute
  with your calligrapher's supplies writing on a piece of paper or
  the object you wish to control. You can only control objects of
  size Small or smaller with this feature, and the script can be
  no longer than 25 words. You can activate any number of
  scripts as an action (if you wrote the script on a piece of paper,
  the script activates the nearest object within 5 feet of the
  paper). When you do so, the object gains a walking speed of
  10 feet and the function to move on its own. It takes its turn
  during yours and performs your script to the best of its ability.
  The object stops and loses its walking speed after it has
  completed your script or 10 minutes pass, whichever comes
  first. You can also cancel any number of scripts as a bonus
  action on your turn.
  You can have a number of scripts awaiting activation at a
  time equal to your Intelligence modifier (minimum of 1). If you
  write a script while you already have the maximum number of
  scripts, the oldest one vanishes.
  When you reach 14th level in this class, you can control
  objects of size Medium or smaller with this feature.
  Major Golemanacy
  Starting at 14th level, you gain the ability to create much
  larger golems. Your Tinker Golem can be up to size Large, its
  number of hit points is now equal to ten times your level in
  this class + your Intelligence score, and its Elemental Bash
  now does 3d8 damage.
  Tinkermage Infusions
  Tinkermages have invented numerous magical infusions that
  rapidly create magic items. To the untrained, tinkerers seem
  like wonder workers, accomplishing in hours what others
  need weeks to complete.
  The description of each infusion tells you the type of item
  that can receive it. The description also tells if the resulting
  magic item requires attunement.
  Some infusions specify a minimum tinkermage level. You
  can't learn such an infusion until you are at least that level.
  Unless an infusion's description says otherwise, you can't
  learn the infusion more than once.
  Boots of the Winding Path
  Prerequisite: 4th-level tinkermage
  Item: A pair of boots (requires attunement)
  While wearing these boots, a creature can teleport up to 15
  feet as a bonus action to an unoccupied space the creature
  can see. The creature must have occupied that space at some
  point during the current turn.
  Enhanced Defense
  Item: A suit of armor or a shield
  A creature gains a +1 bonus to AC while wearing (armor) or
  wielding (shield) the infused item.
  The bonus increases to +2 when you reach 12th level in this
  class.
  Enhanced Weapon
  Item: A simple, martial, or industrial weapon
  This magic weapon grants a +1 bonus to attack and damage
  rolls made with it.
  The bonus increases to +2 when you reach 12th level in this
  class.
  Many-Handed Pouch
  Prerequisite: 4th-level tinkermage
  Item: 2-5 pouches
  The infused pouches all share one interdimensional space of
  the same capacity as a single pouch. Thus, reaching into any
  of the pouches allows access to the same storage space. A
  pouch operates as long as it is within 100 miles of another
  one of the pouches; the ouch is otherwise empty and won't
  accept any contents.
  If this infusion ends, the items stored in the shared space
  move into one of the pouches, determined at random. The rest
  of the pouches become empty.
  Radiant Weapon
  Prerequisite: 8th-level tinkermage
  Item: A simple, martial, or industrial weapon (requires
  attunement)
  This magic weapon grants a +1 bonus to attack and damage
  rolls made with it. While holding it, the wielder can take a
  bonus action to cause it to shed bright light in a 30-foot radius
  and dim light for an additional 30 feet. The wielder can
  extinguish the light as a bonus action.
  As a reaction immediately after being hit by a melee attack,
  the wielder can cause the attacker to be blinded until the end
  of the attacker's next turn, unless the attacker succeeds on a
  Constitution saving throw against your spell save DC. Once
  used, this reaction can't be used again until the wielder
  finishes a short or long rest.
  Replicate Magic Item
  Prerequisite: See below
  Using this infusion, you replicate a particular magic item. You
  can learn this infusion multiple times; each time you do so,
  choose a different magic item that you can make with it,
  picking from the Replicable Magic Items tables below. If a
  table has a level in its title, you must be of at least that level in
  this class to choose an item from the table.
  In the tables, an item's entry tells you whether the item
  requires attunement. See the item's descriptions in the
  Dungeon Master's Guide or Chapter 4 of this compendium for
  more information about it, including the type of object
  required for its making.
  Chapter 2 | Class Options
  33
  
  Replicable Magic Items
  Magic Item
  Attunement
  Alchemy Jug
  No
  Bag of holding
  No
  Cap of water breathing
  No
  Cloak of the manta ray
  No
  Goggles of night
  No
  Hearing screw*
  No
  Keystone cube*
  No
  Lantern of revealing
  No
  Ring of spring*
  Yes
  Rope of climbing
  No
  Sack of loyal sand*
  No
  Sending stones
  No
  Wand of magic detection
  No
  Wand of secrets
  No
  *Found in Chapter 4 of this compendium.
  Replicable Magic Items (12th-Level
  Tinkermage)
  Magic Item
  Attunement
  Boots of elvenkind
  No
  Boots of striding and springing
  Yes
  Boots of the winterlands
  Yes
  Bracers of archery
  Yes
  Brooch of shielding
  Yes
  Cloak of elvenkind
  Yes
  Cloak of protection
  Yes
  Eyes of charming
  Yes
  Eyes of the eagle
  Yes
  Gauntlets of ogre power
  Yes
  Gloves of missile snaring
  Yes
  Gloves of swimming and climbing
  Yes
  Gloves of thievery
  No
  Hat of disguise
  Yes
  Headband of intellect
  Yes
  Helm of telepathy
  Yes
  Medallion of thoughts
  Yes
  Periapt of wound closure
  Yes
  Pipes of haunting
  No
  Pipes of the sewers
  Yes
  Quiver of Ehlonna
  No
  Ring of jumping
  Yes
  Ring of mind shielding
  Yes
  Ring of water walking
  No
  Slippers of spider climbing
  Yes
  Winged boots
  Yes
  Replicable Magic Items (16th-Level
  Tinkermage)
  Magic Item
  Attunement
  Amulet of health
  Yes
  Belt of hill giant strength
  Yes
  Boots of levitation
  Yes
  Boots of speed
  Yes
  Bracers of defense
  Yes
  Cloak of the bat
  Yes
  Dimensional shackles
  No
  Gem of seeing
  Yes
  Horn of blasting
  No
  Ring of free action
  Yes
  Ring of protection
  Yes
  Ring of the ram
  Yes
  Resistant Armor
  Prerequisite: 8th-level tinkermage
  Item: A suit of armor (requires attunement)
  While wearing this armor, a creature has resistance to one of
  the following damage types, which you choose when you first
  infuse the item: acid, cold, fire, force, lightning, necrotic,
  poison, psychic, radiant, or thunder.
  Returning Weapon
  Item: A simple, martial, or industrial weapon with the thrown
  property
  This magic weapon grants a +1 bonus to attack and damage
  rolls made with it, and it returns to the wielder's hand
  immediately after it is used to make a ranged attack.
  Chapter 2 | Class Options
  35
  
  Tinkermage Spell List
  Here's the list of spells you consult when you learn a
  tinkermage spell. The list is organized by spell level, not
  character level.
   
   
   
   
  *Found in chapter 6 of this compendium.
  Cantrips (0 Level)
  abstract dart*
  acid splash
  dancing lights
  fire bolt
  guidance
  light
  mage hand
  mending
  message
  poison spray
  prestidigitation
  purge*
  ray of frost
  resistance
  shocking grasp
  spare the dying
  thorn whip
  1st Level
  alarm
  arcane weapon
  cure wounds
  detect magic
  disguise self
  expeditious retreat
  false life
  grease
  identify
  jump
  longstrider
  sanctuary
  shield of faith
  2nd Level
  aid
  alter self
  arcane lock
  blur
  continual flame
  darkvision
  enhance ability
  enlarge/reduce
  heat metal
  invisibility
  lesser restoration
  levitate
  magic mouth
  magic weapon
  protection from poison
  rope trick
  see invisibility
  spider climb
  3rd Level
  blink
  dispel magic
  elemental weapon
  fly
  gaseous form
  glyph of warding
  haste
  protection from energy
  revivify
  water breathing
  water walk
  4th Level
  arcane eye
  fabricate
  freedom of movement
  Gillycrest's forceful foray*
  Gillycrest's grim gun*
  Leomund's secret chest
  Mordenkainen's faithful
  hound
  Mordenkainen's private
  sanctum
  Otiluke's resilient sphere
  stone shape
  stoneskin
  5th Level
  animate objects
  Bigby's hand
  greater restoration
  wall of stone
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Guerrilla
  A halfling, painted brown to blend in with the mud, huddles
  beneath the brush. He counts the pairs of feet belonging to the
  orcs as they pass along the trodden path. Satisfied and ready
  for battle, he whistles for his comrades and initiates the
  ambush.
  Cackling, a half-dragon strolls out of the cow barn that was
  just set ablaze. Without skipping a beat, the inconspicuous
  farmer dashes into the fire to secure his preferred weapon, a
  trusty steel shovel. Noiselessly, he sneaks up behind the half-
  dragon and whacks it over the head.
  While the wizard was raining lightning upon the vampire
  lord and the cleric was uttering a prayer, the guerrilla was
  doing the unthinkable – running straight forward with a torch
  and a pitchfork.
  Guerrillas are humble folk that aren't afraid to take up the
  mantle of duty when their way of life is threatened. They use
  strength in numbers and subversion of expectation to level the
  playing field against more powerful foes.
  Down to Earth
  Guerrillas begin their lives like many others do in Vernestus,
  as average folk in countryside hamlets, mud and brick desert
  communities, or in the boondocks of the bayou. They work as
  farmers, potters, smiths, ranchers, miners, gravediggers,
  weavers, and a whole slew of other mundane professions,
  never particularly striving for greatness, fame, or wealth.
  What sets a guerrilla apart from the rest is their
  determination and stubbornness in the face of difficulty.
  Guerrillas don't back down when they're told that they can't do
  something, and instead take it as a challenge.
  Atypical Technique
  In a realm stocked with cogwork rifles, flaming swords, and
  magic wands, not many adventurers opt to fight in the manner
  of a guerrilla. Those who do become guerrillas do so because
  of necessity, often because they don't have enough wealth to
  purchase high grade weapons and are unable to find a
  conventional master to teach them proper technique. Thus,
  the fighting style of each guerrilla is unique to the individual.
  Veterans that think that they've seen it all are confounded
  when introduced to a guerrilla that was forced to train on
  their own.
   
   
   
   
   
   
   
   
   
  Village Threat
  The motivation for many guerrillas to uproot themselves from
  their ordinary lives is a threat to their village that puts those
  around them at risk. You noticed this threat and decided to do
  something about it with the tools you have at hand.
  Village Threat
  d6   Village Threat
  1
  A coven of hags has been stealing children from your
  village under the cover of nightfall.
  2
  Orcs in your area occasionally come by and demand
  all of the food in the storehouses of your village.
  3
  The king's military withdrew from your area, leaving
  your village susceptible to the enemy.
  4
  Roving sundrians enjoy using your village as target
  practice.
  5
  Goblins harass merchants coming into and out of
  your village, stifling trade in the area.
  6
  A strange portal opened up by your village and began
  spewing out all sorts of demonkind.
  Way of Life
  Your way of life is what you have decided to put your life on
  the line to defend. Agriculture is the dominant aspect in most
  of the outlaying villages of Vernestus, cultivating crops such as
  corn, wheat, and potatoes where soil is fertile. Various
  merchant jobs are more popular in the desert portions of
  Vernestus where resources such as ores and glass are more
  plentiful than food and water. Consider how your character
  participated in the structure of your home village and how that
  contributes to them as a person.
  Way of Life
  d6   Way of Life
  1
  Iron and copper mines are the main supply of jobs for
  people living in your village.
  2
  Most of the people living in your village work as cattle
  ranchers.
  3
  Strung along a popular thoroughfare, your village
  specializes in taverns and inns.
  4
  Textile production is the main employment option in
  your village.
  5
  Your village depends on the farming of a single crop
  to eat and sell.
  6
  Your village imports gun parts and crafts them into
  specialty weapons.
  Chapter 2 | Class Options
  36
  
  Heirloom
  Small villages often contain close knit families that have
  persisted in the area for many generations. As members of the
  family obtain special trinkets, heirlooms tend to be created
  and passed on to their children.
  Consider if your family is associated with any heirlooms and
  what that means for your character. Are you in possession of
  the heirloom, or are you hoping that you are willed it when a
  relative passes? Does it have any special properties or
  symbols? Where did it come from, and how does it affect you?
  Heirloom
  d6   Heirloom
  1
  A rocking chair made of fine cherry wood
  2
  An urn containing the remains of an ancestor
  3
  A porcelain plate depicting a field of roses
  4
  A music box that plays your family's anthem
  5
  A tattered sword once used to defeat a giant
  6
  A metal bowl that hums when stroked
  Creating a Guerrilla
  When creating a guerrilla character, the most important thing
  to consider is your relationship with the characters of the
  other players. Oftentimes, guerrillas are the glue that hold
  adventuring parties together. What is your role among the
  adventurers, and how did you end up with them? Are any of
  them from the same village as you? If so, were they involved in
  the same escapade that led you down the path of becoming a
  guerrilla?
  Additionally, consider the people that your character grew
  up with. What is your character's relationship with their
  parents like? Do they have any childhood friends that they still
  communicate with? What do they do for a living, and how
  often do you visit them? Do you have any mementos from the
  people of your home village? Details like these bring your
  village to life and enhance the story of your guerrilla character.
  Quick Build
  You can make a guerrilla quickly by following these
  suggestions. First, make Dexterity your highest ability score,
  followed by Constitution or Charisma. Second, choose the folk
  hero or luddite background.
  Chapter 2 | Class Options
  37
  
  The Guerrilla
  Level
  Proficiency
  Bonus
  Features
  1st
  +2
  Celerity, Humble Origin, Rustic
  Champion
  2nd
  +2
  Fighting Style, Rally
  3rd
  +2
  Guerrilla Form, Blitz
  4th
  +2
  Ability Score Improvement
  5th
  +3
  Extra Attack, Hit and Run
  6th
  +3
  Guerrilla Form feature
  7th
  +3
  Baffling Tempo
  8th
  +3
  Ability Score Improvement
  9th
  +4
  Assault (1d6)
  10th
  +4
  Guerrilla Form feature
  11th
  +4
  Swift Defeat
  12th
  +4
  Ability Score Improvement
  13th
  +5
  Assault (1d8)
  14th
  +5
  Guerrilla Form feature
  15th
  +5
  Unwavering Leadership
  16th
  +5
  Ability Score Improvement
  17th
  +6
  Assault (1d10)
  18th
  +6
  Duck and Weave
  19th
  +6
  Ability Score Improvement
  20th
  +6
  Ultimate Rally
  Class Features
  As a guerrilla, you gain the following class features.
  Hit Points
  Hit Dice: 1d10 per guerrilla level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per guerrilla level after 1st
  Proficiencies
  Armor: Light armor, shields
  Weapons Simple weapons, nets, improvised weapons
  Tools: Choose one type of artisan's tools or one musical
  instrument
  Saving Throws: Dexterity, Charisma
  Skills: Choose two from Acrobatics, Athletics, History,
  Intimidation, Performance, Persuasion, Stealth, or Survival
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a shortbow and 20 arrows, (b) any two simple melee
  weapons, or (c) any simple melee weapon and a shield
  a flask of oil and a shovel
  (a) a dungeoneer's pack or (b) an explorer's pack
  leather armor
  Celerity
  Starting at 1st level, you are constantly on the lookout for
  trouble. You add your proficiency bonus to your initiative rolls
  and you have advantage on initiative rolls.
  Humble Origin
  At 1st level, you are a warrior grown from the ranks of
  common folk, and as such they will show you respect out of
  camaraderie. You have advantage on Charisma (Persuasion)
  and Charisma (Performance) checks made to interact with
  peasantry.
  Rustic Champion
  Beginning at 1st level, you have become adept with the use of
  common items as weapons, such as farming equipment and
  tools. All improvised weapons you wield gain the finesse
  property, and they deal 1d6 damage if they would deal less
  damage otherwise.
  Fighting Style
  At 2nd level, you adopt a particular style of fighting as your
  specialty. Choose one of the following options. You can't take a
  Fighting Style option more than once, even if you later get to
  choose again.
  Chapter 2 | Class Options
  38
  
  Defense
  While you are wearing armor you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  Protection
  When a creature you can see attacks a target other than you
  that is within 5 feet of you, you can use your reaction to
  impose disadvantage on the attack roll. You must be wielding
  a shield.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  Rally
  Also at 2nd level, you learn how to coordinate strikes with
  your allies. When you deal damage to a creature, you can
  choose to mark it. A creature friendly to you that deals
  damage to the target while it is marked in this way gains a
  bonus to their damage equal to your Charisma modifier
  (minimum 1). The attacking creature must be able to see or
  hear you in order to gain the bonus, and it may only apply the
  extra damage once during its turn. The mark lasts until either
  you or the target drop to 0 hit points, or you finish a short or
  long rest
  Once you use this feature, you can't do so again until you
  finish a short or long rest.
  Guerrilla Form
  At 3rd level, you can choose a form which you emulate,
  tightening the focus of your particular guerrilla skills. Choose
  the Avenger form, the Watchdog form, or the Voodoo form, all
  detailed at the end of the class description. Your choice grants
  you features at 3rd level and again at 6th, 10th, and 14th
  levels.
  Blitz
  By 3rd level, your swift movements allow you to get into
  position with ease. On you first turn of combat, you gain an
  extra action that can be used to Dash or Dodge, and your
  movement doesn't provoke any opportunity attacks. In
  addition, you may use your Dexterity instead of your Strength
  for the purposes of determining your jump distance and
  height.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice by
  2, or you can increase two ability scores of your choice by 1. As
  normal, you can't increase an ability score above 20 using this
  feature.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Hit and Run
  Also at 5th level, you gain a bonus to the damage you deal
  when you hit a creature marked by your Rally class feature
  with a weapon attack. This bonus equals your Charisma
  modifier (minimum of 1).
  Baffling Tempo
  Starting at 7th level, you develop an off-beat tempo when you
  are fighting, improving your versatility and confounding your
  enemies. You can use a bonus action on your turn to Ready.
  You can't ready a spell or an attack in the same turn you use
  an action to do either of those.
  You can use this feature a number of times equal to your
  guerrilla level divided by 3, rounded down. You regain all
  expended uses of this feature when you finish a short or long
  rest.
  Assault
  Beginning at 9th level, you triumphantly lead your allies into
  battle, giving them a swift boost to their speed. When rolling
  for initiative, friendly creatures within 30 feet of you can add
  1d6 to their initiative roll. These creatures also gain a 10 foot
  bonus to their walking speed on their first turn.
  The bonus to initiative increases to 1d8 at 13th level and
  1d10 at 17th level.
  Swift Defeat
  By 11th level, you excel at ending combat encounters swiftly.
  You have advantage on attack rolls against any creature that
  hasn't taken a turn in combat yet.
  Unwavering Leadership
  Starting at 15th level, your unending ferocity and strong
  leadership holds you and your allies together in combat.
  Creatures can now deal the extra damage granted by your
  Rally class feature any number of times per turn.
  Additionally, you can use a bonus action on your turn to
  mark a creature within 60 feet of you with your Rally class
  feature, instead of having to deal damage to the creature.
  Duck and Weave
  By 18th level, you are impossible to nail down. You have
  advantage on Dexterity saving throws, as well as Strength
  (Athletics) and Dexterity (Acrobatics) checks made to free
  yourself from being grappled or restrained.
  Ultimate Rally
  At 20th level, you embody a legendary champion of the people.
  Once a creature subjected to your rally drops to 0 hit points,
  you regain the use of your Rally class feature.
  Chapter 2 | Class Options
  39
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Guerrilla Forms
  All guerrillas have some traits in common, such as a grueling
  desire to desire to shade others from harm and a childhood
  home likely set in a small farming village. Some guerrillas
  prefer different tactical approaches to combat, and your
  choice of guerrilla form reflects those preferences.
  Avenger Form
  Avengers are those that live, fight, and are willing die for
  beliefs that they hold dearly. Guerrillas emulating this form
  are avengers of their fallen companions and harden their
  resolve in the face of defeat. Avengers often are closely related
  to isolated religious sects, cults, and shires where values of
  tradition and family are emphasized. Although they usually
  have no divine magic of their own, avengers are at home with
  the zealous and the fervent.
  In Vernestus, such guerrillas are rarely associated with any
  particular organization. They are freedom fighters and oppose
  the rule of the Crown. Ibakyubakogs from the Lost Toy Chest,
  desert roving netterindes, and renegade forest gnomes are
  most often avengers.
  Uplift in a Time of Need
  Starting at 3rd level when you choose this form, you know
  how to harden the resolve of your allies. When a creature
  other than you that you can see rolls a 1 on the d20 for an
  attack roll, ability check, or saving throw, you can use your
  reaction to reroll the die. When you do so, the creature uses
  the new roll for the attack roll, ability check, or saving throw.
  Once you reroll a die for a creature, you can't do so again for
  that creature until they finish a long rest.
  Vengeful Retribution
  Also at 3rd level, you seek to avenge your troubled comrades.
  When a creature you can see causes an ally to become
  incapacitated, you have advantage on attack rolls made
  against that creature until the end of your next turn.
  Zealous Strikes
  At 6th level, your weapon attacks count as magical for the
  purpose of overcoming resistance and immunity to
  nonmagical attacks and damage.
  Will of the Avenger
  Beginning at 10th level, you adopt the will of the avenger, an
  urge to keep fighting even when the outlook is bleak. You roll
  death saving throws with advantage. If you roll a 1 on a death
  saving throw or if a creature critically hits you while you are at
  0 hit points, you suffer only one failure instead of two.
  Power Reckoning
  Starting at 14th level, resistance to your power only makes
  you stronger. When a creature deals damage to you while you
  are below half your hit point maximum, you can use your
  reaction to gain temporary hit points equal to your guerrilla
  level. You can't use this feature again until a hostile creature
  damages you while you have 0 temporary hit points.
  Rigger Form
  When one has little resources to work with, a bit of smarts
  goes a long way. Guerrillas that follow this form, known as
  riggers, don't need tempered steel weapons or fireballs to
  defend their homes. Rather, they excel at using common items
  and practical knowledge to defeat foes and cunningly use their
  environment to their advantage.
  When they aren't on their own, riggers tend to provide
  strategical benefits to others. These people lend their skills to
  groups that may benefit from their tactics and handiness with
  items such as rope and lock picks. Riggers may be deckhands
  on pirate ships, guardians of ancient tombs, or even
  apprentice druids protecting sacred sanctuaries.
  Ramshackle Combatant
  Beginning at 3rd level when you choose this form, you
  become even deadlier when wielding common weapons.
  When you roll for damage with a simple or improvised
  weapon and you roll the highest number on weapon's damage
  die, you may reroll the damage die and add the result to the
  total damage. You can use this feature a number of times
  equal to your Dexterity modifier per turn.
  Chapter 2 | Class Options
  40
  
  Trap Expertise
  Also at 3rd level, you are able to expertly jury-rig simple traps
  faster and with less materials than any amateur. You gain
  proficiency with thieves' tools, which you must have on hand
  when creating traps in this way.
  To create a trap, you must spend at least 1 minute
  preparing a 10-foot-by-10-foot or smaller area. Creating the
  trap involves using at least 50 feet of rope and some element
  of the environment, such as a loose chandelier, hanging
  branch, or precarious boulder. When you create the trap, you
  determine the trap's trigger, which may be when a certain
  number of creatures enter the trap's space or a creature takes
  a certain action while in the trap's space. When the trap is
  triggered, any creatures within the trap's space must make a
  Dexterity saving throw with a DC equal to 8 + your Dexterity
  modifier + your proficiency bonus for your thieves' tools. On a
  success, a creature triggers the trap but doesn't get caught. On
  a failure, a creature takes 1d10 damage and is restrained by
  the trap. A creature can use its action to make a DC 10
  Strength check to try to free itself or another creature in the
  trap. Dealing 5 slashing damage to the trap (AC 10, 20 hp)
  also frees a creature without harming it. You determine the
  type of damage the trap deals when you set it, choosing from
  bludgeoning, piercing, or slashing damage.
  The damage of your traps increases by 1d10 when you
  reach certain levels in this class: 5th level (2d10), 7th level
  (3d10), 9th level (4d10), 11th level (5d10), 13th level (6d10),
  17th level (7d10), and 19th level (8d10).
  Devious Traps
  Starting at 6th level, your traps become difficult to detect.
  When you set a trap with your thieves' tools, it is hidden
  unless a creature makes a DC 20 Wisdom (Perception) check
  to spot it.
  Scatter Objects
  At 10th level, your quick hands allow you to scatter the
  environment with a great deal of dastardly nuisances. You can
  use a bonus action on each of your turns to take the Use an
  Object action. Thanks to your expert positioning, creatures
  automatically fail their saving throws against any ball
  bearings, caltrops, or hunting traps you deploy.
  Harebrained Scheme
  Starting at 14th level, you are ready to enact the most absurd
  of your schemes. You can spend 10 minutes developing a ploy.
  When you do so, choose up to six friendly creatures (which
  can include yourself) within 30 feet of you who can see or
  hear you and who can understand you. Once within the next
  hour, each creature can take one additional action on top of
  their regular action and a possible bonus action. If a creature
  hears more than one harebrained scheme, they can only use
  one additional action granted by this feature per turn.
  Once you use this feature, you can't do so again until you
  finish a long rest.
  Voodoo Form
  Deep within the swamps and outlands of Vernestus are those
  that practice the profane. Alongside warlocks, these masters
  of voodoo are unlike most others in Vernestus, as instead of
  gaining their power through conventional magic or
  technology, they bargain for their magic.
  Whereas warlock may forge a pact with a higher being on
  another plane of existence, practicers of voodoo tie
  themselves to the spirits of the Ethereal Plane. These spirits
  are small, but they make up for their weakness by aggregating
  in large numbers. They permeate every tree, rock, stream, and
  field, and are contacted by performing rituals. Common rituals
  include animal sacrifice, fortune telling, bathing, and
  possessions.
  These guerrillas serve the spirits of nature, and thus are
  most often found in the pockets of forests and swamps that
  dot Vernestus. Kenkus wishing for safe travel throughout the
  Vernal bayous, ancient human mystics wishing to preserve
  their heritage, and superstitious tritons often utilize voodoo.
  Pact Magic
  When you reach 3rd level, you have chosen to abide by the law
  of the widespread spirits of the land, granting you the power to
  cast spells. See chapter 10 of the Player's Handbook for the
  general rules of spellcasting and chapter 11 of the Player's
  Handbook for the warlock spell list.
  Cantrips. You learn two cantrips of your choice from the
  warlock spell list. You learn an additional warlock cantrip of
  your choice at 10th level.
  Spell Slots. The Voodoo Spellcasting table shows how
  many spell slots you have. The table also shows what the level
  of those slots is; all of your spell slots are of the same level. To
  cast one of these spells, you must expend a spell slot. You
  regain all expended spell slots when you finish a short or long
  rest.
  For example, when you are 6th level, you have two 2nd-level
  spell slots. To cast the 1st-level spell witch bolt, you must
  spend one of those slots, and you cast it as a 2nd-level spell.
  Spells Known of 1st-Level and Higher. You know two 1st-
  level warlock spells of your choice from the warlock spell list.
  The Spells Known column of the Voodoo Spellcasting table
  shows when you learn more warlock spells of your choice,
  and must be of a level for which you have spell slots. For
  instance, when you reach 6th level in this class, you can learn
  one new spell of 1st or 2nd level.
  Additionally, when you gain a level in this class, you can
  choose one of the warlock spells you know and replace it with
  another spell from the warlock spell list, which also must be
  of a level for which you have spell slots.
  Spellcasting Ability. Charisma is your spellcasting ability
  for your warlock spells, so you use your Charisma whenever a
  spell refers to your spellcasting ability. In addition, you use
  your Charisma modifier when setting the saving throw DC for
  a warlock spell you cast and when making an attack roll with
  one.
  Spell Save DC = 8 + your proficiency bonus + your   Charisma
  modifier 
  Spell attack modifier = your proficiency bonus + your
  Charisma modifier
  Chapter 2 | Class Options
  41
  
  Voodoo Spellcasting
  Guerrilla
  Level
  Cantrips
  Known
  Spells
  Known
  Spell
  Slots
  Slot
  Level
  3rd
  2
  2
  1
  1st
  4th
  2
  3
  1
  1st
  5th
  2
  3
  1
  1st
  6th
  2
  3
  2
  1st
  7th
  2
  4
  2
  2nd
  8th
  2
  5
  2
  2nd
  9th
  2
  5
  2
  2nd
  10th
  3
  6
  2
  2nd
  11th
  3
  7
  2
  2nd
  12th
  3
  7
  2
  2nd
  13th
  3
  8
  2
  3rd
  14th
  3
  9
  2
  3rd
  15th
  3
  9
  2
  3rd
  16th
  3
  10
  2
  3rd
  17th
  3
  10
  2
  3rd
  18th
  3
  10
  2
  3rd
  19th
  3
  11
  2
  4th
  20th
  3
  12
  2
  4th
  Nature's Aid
  Also at 3rd level, the essence of the world around you aids you
  in making remedies and poisons. You gain proficiency with
  herbalism kits and you have advantage on Intelligence
  (Nature) and Wisdom (Survival) checks made to identify or
  locate plants.
  Servitude of the Profane
  At 6th level, you can coax the spirits of the wild into an empty
  vessel that you have provided. When you kill a Medium or
  Small humanoid that was marked by your Rally class feature,
  the body is raised as a mystical undead creature that uses the
  statistics of a zombie.
  On each of your turns, you can use a bonus action to
  mentally command the zombie if the zombie is within 60 feet
  of you. You decide what action the zombie will take and where
  it will move during its next turn, or you can issue a general
  command, such as to guard a particular chamber or corridor.
  If you issue no commands, the zombie only defends itself
  against hostile creatures. Once given an order, the zombie
  continues to follow it until its task is complete.
  The zombie is under your control until you finish a long rest
  or you raise another zombie using this feature. After you lose
  control of a zombie, it crumbles into a pile of silvery ash.
  Voodoo Mystique
  Starting at 10th level, your vigor causes paranoia in the minds
  of your victims by way of your commanding spirits. While a
  creature is marked by your Rally class feature, they have
  disadvantage on saving throws against spells you cast.
  Séance Circle
  By 14th level, you have become a powerful medium for
  communicating with spirits, going as far as to directly
  influence their behavior. As an action, you can make a magical
  circle centered on you by twirling and tossing blood, powder,
  or ash on the ground. The circle can be up to 15 feet in radius
  and it retains its magic for 1 minute. When you create the
  circle, you can choose from two of the following effects to
  occur.
  Faerie Ward. When a creature within the circle makes a
  saving throw against being charmed or frightened, you can
  choose to give them advantage on their saving throw.
  Horrifying Ritual. Creatures of your choice that are within
  the circle when you create it must make a Wisdom saving
  throw against your Spell Save DC or become frightened of
  you for 1 minute. A creature can repeat the saving throw at
  the end of each of its turns as long as it is outside of the circle,
  ending the effect on itself on a success.
  Profane Curse. Any undead or fiends you control have
  advantage on attack rolls against creatures within the circle.
  Servant of Nature. Plants within the circle become thick
  and overgrown while the circle remains magical. For the
  duration, the plants cause their spaces to become difficult
  terrain, although you can walk through the plants without any
  penalty to your movement.
  Spiritual Conduit. You cast a spell as part of creating the
  circle. The spell must have a casting time of 1 action and
  target a creature or a point within the circle.
  Willful Thrall. When a creature casts a spell within the
  circle, you can cause them to gain temporary hit points equal
  to your Charisma modifier.
  Once you use this feature, you can't do so again until you
  finish a long rest.
  Chapter 2 | Class Options
  42
  
  Subclasses
  Since industry has been introduced to Vernestus, people have
  adopted and perfected its use. This extends not only to the
  working man, but the adventurer as well. This supplement
  adds several new subclass options for players setting forth in
  the Crown. Base classes can be found within the Player's
  Handbook.
  You can choose from amongst the following subclass
  options when you choose a subclass from your base class. At
  which level you choose a subclass varies depending on your
  class, which is also presented in the following table.
  Subclasses
  Class
   Subclass
  Level
  Available    Description
  Bard
  College of
  the
  Homefront
  3rd
     Assists comrades both
     on and off the battlefield
  Cleric
   Automaton
   Domain
  1st
     Dominates constructs
     with electric reflexes
  Monk
   Way of
   Hulking
   Earth
  3rd
     Grapples with the might
     of the desert
  Ranger
   Sniper
   Conclave
  3rd
     Controls wide ranges of
     land with superior stealth
     and weaponry
  Rogue
   Desperado
  3rd
     Roams the badlands with
     firearms and saddles
  Sorcerer  Fragment
   Origin
  1st
     Moves fluidly between
     the Material and Ethereal
     Planes
  Warlock  The Giga
  1st
     Draws upon the power of
     the Giga
  Wizard  School of
   Slinging
  2nd
     Delivers spells through
     gunslinging
  Wizard  School of
   the Greats
  2nd
     Studies the great wizards
     of legend
  College of the Homefront (Bard)
  The College of the Homefront reached its peak during the
  War of Establishment, when countless civilian warforged
  defended their nation not through direct force, but by
  supplying soldiers with the goods and inspiration they needed
  to succeed. New bards joining this college do so because they
  are gifted with determination and wit, but not necessarily
  martial prowess.
  Bonus Proficiencies
  When you join the College of the Homefront at 3rd level, you
  gain proficiency with one type of artisan's tools of your choice.
  You have advantage on all ability checks made with artisan's
  tools that you are proficient with.
  Improved Inspiration
  Also at 3rd level, you gain three additional uses of your Bardic
  Inspiration feature. You can give multiple creatures a Bardic
  Inspiration die at once when you use your Bardic Inspiration
  feature, expending an extra use for each creature that receives
  a die.
  Tailored Rejuvenation
  Beginning at 6th level, you can tailor your soothing music and
  restorative abilities to your weary teammates during a short
  rest. Each creature other than you that restores hit points
  from your Song of Rest may also gain one of the following
  benefits:
  The creature regains all of the hit dice they spent during
  this short rest.
  The creature regains spell slots with a combined level of
  equal to or less than your Charisma modifier. None of the
  spell slots can be of 4th level or higher.
  The creature gains temporary hit points equal to twice
  your bard level.
  Once a creature gains an additional benefit from this
  feature, they can't do so again until they finish a long rest.
  Song of Home and Hearth
  Starting at 14th level, you can play a lovely song that reminds
  your companions of the comforts of home. You can play this
  song while traveling, exploring, or resting. Creatures of your
  choice within 60 feet of you that can hear the song have
  advantage on all Intelligence, Wisdom, and Charisma checks,
  and they have resistance to all damage. Creatures in combat
  gain no benefit from the song.
  
  Automaton Domain (Cleric)
  The Automaton domain encompasses all that is mechanical.
  In the setting of Vernestus, machinery is a sacred concept.
  Powered by the electricity of the Real God Machine, some
  machines have even achieved life, such as the chrones and the
  warforged. Clerics of the Automaton domain uphold virtues
  such as innovation, adhering technology in society, and
  domination.
  Automaton Domain Spells
  Cleric Level Spells
  1st
  shield, witch bolt
  3rd
  enhance ability, pyrotechnics
  5th
  haste, tiny servant
  7th
  fabricate, dimension door
  9th
  animate objects, skill empowerment
  Bonus Proficiencies
  At 1st level, you gain proficiency with industrial weapons.
  Also, you learn to speak, read, and write Digit, the language of
  constructs.
  Electric Reflexes
  Also at 1st level, you can become quick as lightning. As a
  bonus action on your turn, you give yourself a special reaction
  which you can use in addition to your normal reaction. The
  special reaction lasts for 1 minute or until you use it. You can't
  have more than one special reaction at a time.
  You can use this feature a number of times equal to your
  Wisdom modifier (minimum of once). You regain all expended
  uses when you finish a long rest.
  Channel Divinity: Dominate Construct
  Starting at 2nd level, you can use your Channel Divinity to
  dominate and control a construct.
  As an action, you present your holy symbol and attempt to
  take control of a construct within 30 feet. The construct must
  succeed on a Wisdom saving throw with a DC equal to your
  spellcasting ability modifier, or be charmed by you for 1
  minute. Constructs that are immune to being charmed can
  still be charmed by this feature. The construct automatically
  succeeds on the saving throw if its CR is greater than or equal
  to your level.
  While the construct is charmed, you have a telepathic link
  with it as long as the two of you are on the same plane of
  existence. You can use your action to telepathically command
  the construct to move up to its speed and take an action. The
  construct moves and takes its actions on your turn. You can
  also cause the construct to use a reaction, but this requires
  you to use your own reaction as well. If you don't issue an
  order, the construct defends and preserves itself to the best of
  its ability.
  Each time the construct takes damage, it makes a new
  Wisdom saving throw. If the saving throw succeeds, it is no
  longer charmed.
  Channel Electricity
  At 6th level, you gain the ability to channel electricity around
  your body. When you make an attack with an industrial
  weapon or when you cast a spell that deals lightning damage,
  you can cause lightning sparks to form a protective shield
  around your body until the start of your next turn. When a
  creature hits you with a melee weapon attack while you are
  covered in sparks, they take lightning damage equal to your
  Wisdom modifier (minimum of 1). A creature can only be
  damaged this way once per turn.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes
  with divine energy. Once on each of your turns when you hit a
  creature with a weapon attack, you can cause the attack to
  deal an extra 1d8 lightning damage to the target. When you
  reach 14th level, the extra damage increases to 2d8.
  Improved Domination
  Starting at 17th level, you can attempt to dominate greater
  numbers of constructs when you use your Dominate
  Construct, as long as they are all within range. You can
  attempt to control any number of constructs with your
  Dominate Construct, as long as they don't have a combined
  CR greater than your level. You choose the order in which the
  constructs make the saving throws. You can use an action on
  your turn to telepathically command any number of them.
  Additionally, when a construct makes a Wisdom saving throw
  to avoid being charmed by Dominate Construct, they do so
  with disadvantage.
  Chapter 2 | Class Options
  44
  
  Way of Hulking Earth
  Monks of the Way of Hulking Earth channel the might of the
  energy stored within the earth. These monks are typical of
  Vernestus, where they may spend their entire lives wandering
  the vast Desneran Desert, absorbing the heat given off from
  the blazing sands and training their bodies to be tougher than
  stone. Pupils training in monasteries dedicated to the Way of
  Hulking Earth may be sundrian champions of the Match of
  the Flower or cragfar and undergolems honing their
  elemental powers. Even orcs, given the might of their people
  and their ties to the sands of Vernestus, find refuge in these
  nomadic monasteries.
  Earthen Physique
  Starting when you choose this tradition at 3rd level, you
  illustrate the might of the earth and the weight behind your
  step. You gain the following benefits.
  Bulky Figure. You count as three-quarters cover for
  creatures of your choice that are your size or smaller.
  Chains of the Earth. You can grapple creatures up to two
  sizes larger than you. When you use your action to grapple a
  creature, you can make one unarmed strike as a bonus action.
  Shifting Sands
  At 6th level, you gain the ability to summon and manipulate
  sand by channeling your ki. When you gain this feature,
  choose a number of spells from the list below equal to half
  your Wisdom modifier, rounded up (minimum of 1). To cast
  one of these spells, you expend a number of ki points equal to
  1 + the spell's level. Otherwise, you use its casting time and
  other rules, but you don't need to provide material
  components for it.
  Shifting Sands Spells: dust devil, earthbind, earth tremor,
  erupting earth, flight of dust,* glimmering sands,* wall of
  sand
  Grapple Master
  At 11th level, your weighty presence and grip of iron allow you
  to physically command the battlefield. Your speed isn't halved
  as a result of grappling a creature, and you have advantage on
  attack rolls against creatures that are grappled by you.
  Additionally, if you are grappled, you have advantage on
  Strength (Athletics) checks made to grapple your grappler.
  One with Sand
  At 17th level, you have achieved oneness with the desert. As a
  bonus action on your turn or as a reaction to taking damage,
  you can spend 1 ki point to become a pile of sand, along with
  any items you are carrying. While you are a pile of sand, you
  can occupy the space of another creature. You have resistance
  to all damage and you can pass through small holes, narrow
  openings, and even mere cracks. While in your sand form, you
  can't attack or cast spells, although you retain your ability to
  speak and interact with creatures and objects. You revert back
  to your humanoid form after one minute, you drop to 0 hit
  points, or you choose to do so at any time.
   
  *Found in chapter 6 of this compendium.
  
  Sniper Conclave (Ranger)
  Rangers belonging to the Sniper conclave are experts at using
  gnomish firearms in long distance combat. Snipers use
  stealth tactics to their advantage, allowing them to kill without
  alerting the enemy to them or their allies. By strategically
  securing locations, snipers are invaluable in large scale
  combat.
  Sniper Magic
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Sniper
  Spells table. The spell counts as a ranger spell for you, but it
  doesn't count against the number of ranger spells you know.
  Sniper Spells
  Ranger Level
  Spell
  3rd
  jump
  5th
  pass without trace
  9th
  nondetection
  13th
  locate creature
  17th
  conjure volley
  Bonus Proficiencies
  At 3rd level, you gain proficiency with cogwork rifles,
  flintlocks, hipshooters, muskets, pockmarkers, and revolvers.
  Also, you gain proficiency in one of the following skills of your
  choice: Perception, Stealth, or Survival.
  Rifle Expert
  Also at 3rd level, you gain the following benefits when you use
  a weapon that has the steady property:
  The long range of the weapon increases by a number of
  feet equal to 5 x your ranger level.
  When you make an attack roll with the weapon while you
  are hidden, the attack doesn't immediately reveal your
  location. Creatures that would otherwise automatically
  spot you can use their reaction to make a Wisdom
  (Perception) check with a DC equal to 8 + your proficiency
  bonus + your Dexterity modifier. If a creature fails the
  check or chooses not to use their reaction, you remain
  hidden to them.
  After you make an attack roll on your turn with the
  weapon, you may stow the weapon and draw a single one-
  handed weapon as a reaction.
  High Ground
  Beginning at 7th level, you're able to expertly reach vantage
  points when searching for prey. You gain a climbing speed
  equal to your walking speed.
  Sniper's Cover
  At 11th level, you can expertly hide as long as you are within
  familiar terrain. While you are within your favored terrain, you
  have advantage on Dexterity (Stealth) checks.
  Gaert Silvereyes
  The most infamous sniper in all of the Crown is
  undoubtedly a dwarf by the name of Gaert
  Silvereyes. When Gaert was a boy, he was captured
  by a dragon, but was given a second chance at life.
  The dragon bet Gaert to shoot a slug at a wine
  bottle a mile away, or else he would become the
  dragon's supper. After tediously testing the wind
  and preparing the shot, Gaert managed to shatter
  the bottle. Gaert is now the head honcho of a sniper
  gang known as the Dragonfire
  Crackshot
  Starting at 15th level, your precision allows you to decimate
  entire hoards of creatures at once. On your turn, you can use
  an action to make up to ten attacks with a weapon that has the
  steady property. Each attack must be made against a different
  creature, and you must expend a powder slug for each attack.
  Once you use this feature, you can't do so again until you
  finish a long rest.
  Chapter 2 | Class Options
  46
  
  Mounts of Vernestus
  Mounted combatants from the wastes of the
  Desneran to the bogs of the Verns rely on horses,
  camels, and even mastiffs for the smaller folk as
  steeds to aid them in their travels. Sometimes a
  more specialized beast is required to carry
  uncommon burdens. Here are some of the unique
  mounts one may find in Vernestus.
  Greenhoof. The greenhoof uses the statistics of
  the warhorse. This pale green breed of horse roams
  the jungles of the Vern, where they've developed a
  natural immunity to disease.
  Silkback. The silkback uses the statistics of the
  riding horse. These regal horses are used by the
  upper echelons of knights. Their silky coat is often
  used to make apparel, but it also lets the rider to
  easily dismount the silkback by using only 5 feet of
  their movement.
  Stone Mule. The stone mule uses the statistics of
  the mule. These mules often accompany
  undergolem travelers from the Plane of Earth. The
  carrying capacity of a stone mule is 100 pounds
  greater than that of a normal mule.
  Sun Camel. The sun camel uses the statistics of
  the camel. Sun camels can be found roaming the
  Desneran, always following the sun. Sun camels
  only require half the food a normal camel requires
  and they have resistance to fire damage.
  Tower Dog. The tower dog uses the statistics of
  the mastiff. In ancient times, tower dogs were used
  by humans to villages of invaders. Nowadays, the
  breed is used by small folk who have the coin to
  spare for an exquisite mount. Tower dogs have
  advantage on Wisdom (Perception) checks that rely
  on sight.
   
  Desperado (Rogue)
  Your archetype is known by many names – the bandit, cowboy,
  bronco, and most commonly in Vernestus, the desperado. You
  fully accept the tools that the badlands have to offer, namely
  the saddle and the firearm. By horseback, you travel the
  desolate wastes as an outlaw, fighting either for the greater
  good or for your personal gain.
  Bonus Proficiencies
  When you choose this archetype at 3rd level, you gain
  proficiency with flintlocks, muskets, nets, revolvers, and land
  vehicles.
  Horseback Bandit
  Starting at 3rd level, mounting or dismounting a creature
  costs you only 5 feet of movement, rather than half your
  speed. While you are mounted, you don't suffer disadvantage
  when making an attack with a net beyond its normal range.
  You also gain an additional way to use your Sneak Attack;
  you don't need advantage on the attack roll to use your Sneak
  Attack against a creature if you are mounted, there are no
  creatures within 5 feet of you besides your mount, the
  creature is at least one size smaller than your mount, and you
  don't have disadvantage on the attack roll.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hogtie
  Starting at 9th level, the escape DC of your nets is now equal
  to 8 + your Dexterity (Sleight of Hand) modifier.
  Gunsling King
  At 13th level, you've mastered the art of gunslinging. When
  you make an attack with a firearm, you can choose for the
  powder slug to ricochet off a point on a surface within range
  before hitting your target. The powder slug travels from you to
  the point you choose and then bounces towards the target,
  potentially ignoring the target's cover if they have any.
  Showdown
  Starting at 17th level, you can choose to showdown with a
  hostile creature that you can see whenever you roll for
  initiative. The showdown lasts until you or the hostile creature
  drops to 0 hit points or until you choose another creature to
  showdown with. You have advantage on attack rolls against
  the creature you are showing down with. Additionally, you
  have advantage on all saving throws the creature forces you to
  make.
  Chapter 2 | Class Options
  47
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Fragment Origin (Sorcerer)
  The Real God Machine was built by Ker to stabilize the
  Material Plane in its place, allowing for matter and life to
  exist. At the turn of the Second Era, the Machine was partially
  destroyed by Lok, partially destabilizing the world. You are
  one such entity that was born torn in twain or randomly
  bereaved of your physical body.
  Your magic comes from fluctuations in the balance of the
  universe, allowing you to tap into the Ethereal Plane at will.
  With it, you have essential become a partial ghost, a mere
  shadow of a full being. Others of this origin often lack a
  complete set of emotions and clear morals, and appear
  strange and alien to passerby.
  Fragmented Body
  Starting at 1st level, your body is but a fragment of a whole.
  You can step into the Ethereal Plane as an bonus action on
  your turn. You remain there until the end of your next turn,
  returning to the space on the Material Plane you now occupy.
  If that space is occupied, you appear in the nearest
  unoccupied space (chosen at random if more than one space
  is equally near). You can also return as an action.
  While on the Ethereal Plane, you can see and hear the
  plane you originated from, which is cast in shades of gray, and
  you can’t see anything there more than 60 feet away. You can
  only affect and be affected by other creatures on the Ethereal
  Plane. Creatures that aren’t there can’t perceive you or
  interact with you, unless they have the ability to do so.
  Once you use this feature, you can't do so again until you
  finish a short or long rest.
  Paranormal Flair
  Also at 1st level, you have a well of ghostly power you can
  draw upon. You know the thaumaturgy cantrip, which doesn't
  count against your number of cantrips known. You can use a
  bonus action on each of your turns to cast thaumaturgy.
  Wane
  Beginning at 6th level, you can momentarily cause your body
  to become ghostly and intangible. Your limbs can't be bound
  by nonmagical bindings such as rope or manacles, and you
  have advantage on any Strength (Athletics) or Dexterity
  (Acrobatics) checks made to stop being grappled or
  restrained. You can also don or doff any armor or clothing as
  an action. Additionally, you can spend 1 sorcery point to cast
  the feather fall spell, targeting only yourself, and without
  needing any material components or expending a spell slot.
  Incorporeal Flesh
  Starting at 14th level, you have resistance to bludgeoning,
  piercing, and slashing damage from nonmagical sources.
  Additionally, you can move through other creatures as if
  they are difficult terrain. If you end your turn within a
  creature, you take 5 force damage and are shunted towards
  the nearest unoccupied space.
  Destabilize Area
  Starting at 18th level, you can take up to six other creatures
  within 60 feet of you to the Ethereal Plane when you use your
  Fragmented Body feature. An unwilling creature has to make
  a Charisma saving throw against your spell save DC,
  remaining in place on a success. Once you leave the Ethereal
  Plane, so do all of the creatures brought there by you. When
  you return to the material plane, each creature returns to the
  space on the Material Plane it now occupies. If a creature's
  space is occupied, it appears in the nearest unoccupied space
  (chosen at random if more than one space is available).
  Additionally, you gain the ability to extend your time in the
  Ethereal Plane. You can use a bonus action on each of your
  turns to extend the duration of your Fragmented Body feature
  until the end of your next turn, for up to 10 minutes total.
  Chapter 2 | Class Options
  48
  
  The Giga (Warlock)
  You have traded for power with a gargantuan metal being with
  uncertain origins, capable of demolishing entire landscapes
  within hours. The Giga are monstrous constructs that roam
  Vernestus and the surrounding land, taking the vague form of
  common beasts. Their motivations are enigmatic, but they
  seem to give little heed to mortals that are in their path,
  simply crushing entire villages underfoot without even
  noticing. These metal monsters are large enough to hold
  entire dungeons within their bodies with untold amounts of
  alien denizens. Only several Giga live within Vernestus, such
  as Giga Gerunda, a great rabbit, Giga Vuul, a goat, and Giga
  Keelaxa, a camel. Null, the eldritch train engine inhabiting
  Vernestus, is also capable of wielding the power of the Giga.
  Expanded Spell List
  The Giga lets you choose from an expanded list of spells when
  you learn a warlock spell. The following spells are added to
  the warlock spell list for you.
  Giga Expanded Spells
  Spell Level Spells
  1st
  absorb elements, speak with animals
  2nd
  find traps, pass without trace
  3rd
  glyph of warding, spirit guardians
  4th
  dominate beast, locate creature
  5th
  commune with nature, passwall
  World Breaker
  Starting at 1st level, you deal double damage to objects and
  structures.
  Cloak of the Mundane
  Also at 1st level, the power bestowed by the Giga selectively
  breaks down the magical weave around you, hindering other
  spellcasters. When you are subjected to a spell that forces you
  to make a saving throw, you have advantage on the saving
  throw if you are the only target of the spell.
  Unearthly Deflection
  Beginning at 6th level, you can absorb enemy attacks and use
  them to bolster your own. As a reaction to taking damage, you
  can gain resistance to that type of damage until the start of
  your next turn. If you make an attack on your next turn that
  deals that type of damage, you have advantage on the attack
  roll.
  Once you use this feature, you can't do so again until you
  finish a long rest.
  Prevailing Gaze
  At 10th level, you gain the uncanny ability to perfectly survey
  your environment, a trait the Giga use to find approachers.
  You can see up to 1 mile away with no difficulty, able to
  discern even fine details as though looking at something no
  more than 100 feet away from you. Additionally, dim light,
  heavy foliage, and weather don't impose disadvantage on your
  Wisdom (Perception) checks.
  Roar of the Giga
  Starting at 14th level, you have been granted the ability to roar
  with the might of the Giga. As an action, you can emit a
  thunderous roar which can be heard up to 300 feet away.
  Creatures in that area must succeed on a Constitution saving
  throw against your warlock spell save DC. On a failed save, a
  creature takes 3d10 thunder damage and is stunned until the
  end of their next turn. On a success, they take half as much
  damage and aren't stunned. Creatures of your choice
  automatically succeed on the saving throw.
  Once you use this feature, you can't use it again until you
  finish a long rest.
  Eldritch Invocations
  At 2nd level, a warlock gains the Eldritch Invocations feature.
  Here are new options for that feature for any player playing in
  Vernestus, which are in addition to the options in the Player's
  Handbook.
  Eldritch Engine
  Prerequisite: eldritch blast cantrip
  When you cast eldritch blast, your speed increases by 10 feet
  until the end of your turn.
  Keelaxa's Tempest
  Prerequisite: 5th level
  You can cast call lightning once using a warlock spell slot. You
  can't do so again until you finish a long rest.
  Null's Transport
  Prerequisite: 5th level
  While you are traveling at a fast pace, you can direct kinetic
  energy into a Gargantuan or smaller mount or vehicle that you
  are riding. After 1 hour of directing energy, the speed of the
  mount or vehicle quadruples. It maintains this bonus to its
  speed until it stops moving or until you finish a short or long
  rest. A mount does not tire while you continue to direct energy
  into it and vehicles that are not built to sustain great speeds
  do not suffer any wear and tear as a result of this feature.
  Once you use this feature, you can't do so again until you
  finish a rest.
  Vive of Gerunda
  You can cast jump on yourself at will, without expending a
  spell slot or material components.
  Vuul's Pit Sense
  As an action, you can activate your pit sense. For 1 hour, you
  can sense all sources of heat within 30 feet of you. You can't
  sense sources of heat that are blocked by total cover.
  Once you use this feature, you can't do so again until you
  finish a short or long rest.
  Chapter 2 | Class Options
  49
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  School of Slinging (Wizard)
  Almost as long as there have been firearms in Vernestus,
  there have been curious students of the arcane trying to figure
  out how to incorporate them into their practices. By using
  firearms as a vessel, these wizards, known as slingers, are
  able to package their spells into powder slugs and use them to
  deliver the arcane potential. Flintlocks are the weapon of
  choice to slingers as they are more readily available than
  other firearms, and as such they are what upcoming slingers
  learn to use. In addition, they are lightweight and easily
  concealable, making flintlocks ideal for law enforcement and
  villainy alike.
  Bonus Proficiencies
  When you choose this school at 2nd level, you gain proficiency
  with flintlocks. You can use a flintlock as a spellcasting focus
  for your wizard spells.
  Arcane Slug Slinging
  Starting at 2nd level, you can choose to fire a wizard spell
  from a flintlock if the spell deals damage. You fire a powder
  slug from the flintlock as part of casting the spell, and the
  target becomes the point of origin for the spell. In this case,
  you use the range of the flintlock to determine the range of the
  spell. Spells that form cones or lines instead originate from
  the flintlock. If the spell requires an attack roll, you can use
  either your spell attack modifier or your attack modifier for
  the flintlock to determine the outcome of the roll.
   
   
   
   
   
  Dark Yembora and the Sand Slingers
  A cause of fear for many roaming the Desneran
  Desert, Dark Yembora is a sundrian renowned the
  world over for their impressive spell slinging
  abilities. Raised aboard a salvaged dune galley, it
  didn't take long for Yembora's aptitude to show.
  They staged a mutiny and have become the pirate
  with the greatest and most grim reputation in all of
  Vernestus.
  With little standing in the way of Yembora,
  they've amassed quite a bit of power throughout
  the land. The Sand Slingers, agents and students of
  Yembora, flaunt their power at will in the prefecture
  of Fuum. Many see Fuum as a breakaway state, as it
  no longer adheres to the law of the Crown, nor does
  it heed any attempts of the Crown to regain
  sovereignty. Yembora and the Sand Slingers control
  Fuum and use the territory to operate pirating
  schemes and as their very own well of resources
  and manpower.
  Magic Desperado
  Beginning at 6th level, once per turn when you hit a target
  with a spell attack from your flintlock, the target takes an
  extra 1d6 piercing damage from the powder slug. Additionally,
  your flintlock attacks count as magical for the purpose of
  overcoming resistance and immunity to nonmagical damage.
  Perk
  By 10th level, you've honed your slug slinging craft into a
  personalized style. Choose one of the following perks.
  Amplify. Once per turn when you roll a 1 or 2 on a damage
  die for a spell you cast with a flintlock, you can reroll the die
  and must use the new roll, even if the new roll is a 1 or a 2.
  You must have used a bonus action to steady the flintlock
  beforehand to gain this benefit.
  Deadeye. You gain a +2 bonus to attack rolls you make with
  flintlocks if you used a bonus action to steady the flintlock
  beforehand. If you cast a spell with your flintlock that requires
  multiple attack rolls, you only gain this bonus for the first
  attack roll.
  Suppress. If you cast a spell from a flintlock that forms a
  cone or line, the spell extends an extra number of feet equal to
  5 x your Intelligence modifier.
  Gunmetal Amplifier
  At 14th level, your flintlock amplifies spells you cast through it.
  When you cast a cantrip through your flintlock as an action on
  your turn, you can immediately cast the cantrip again as part
  of the same action.
  Chapter 2 | Class Options
  50
  
  School of the Greats (Wizard)
  Wizards of this school, unlike most schools, do not devote
  their time to any kind of magic in particular. Instead, they
  spend their time studying great wizards of legend or
  prominent contemporaries. They imitate the particular style of
  one or more of the greats which have proven the usefulness of
  their spells.
  Studious Mind
  At 2nd level, your heightened ability to learn and maintain
  information allows you to hang on to the most obscure facets
  of the subjects you have studied. Choose one skill that you are
  proficient with. Whenever you make an Intelligence check
  with the chosen skill, you can add twice your Intelligence
  modifier, instead of the Intelligence modifier you would
  normally apply.
  Pupil of the Greats
  You begin your delve into the works of the arcane masters.
  Starting at 2nd level, you add a spell to your spellbook from
  the list of spells below. The spell counts as a wizard spell for
  you, even if it isn't normally a wizard spell. If you ever lose
  your spellbook, you can transcribe spells learned from this
  feature even if you don't have them prepared when you lose
  your spellbook.
  You learn another spell from this feature when you reach
  certain levels in this class: 5th, 9th, 13th, and 17th level. The
  spell you choose must be on the list for your current wizard
  level or a lower level.
  2nd Level: arms of Hadar, Tasha's hideous laughter, Tenser's
  floating disc
  5th Level: Aganazzar's scorcher, hunger of Hadar, Leomund's
  tiny hut, Maximillian's earthen grasp, Melf's acid arrow,
  Melf's minute meteors, Nystul's magic aura, Snilloc's
  snowball swarm
  9th Level: Bigby's hand, Evard's black tentacles, Gillycrest's
  forceful foray,* Gillycrest's grim gun,* Leomund's secret
  chest, Mordenkainen's faithful hound, Mordenkainen's
  private sanctum, Otiluke's resilient sphere, Rary's telepathic
  bond
  13th Level: Ausson's aquatic adaptation,* Drawmij's instant
  summons, Mordenkainen's magnificent mansion,
  Mordenkainen's sword, Otiluke's freezing sphere, Otto's
  irresistible dance, Sapphos' sundering,* Tenser's
  transformation
  17th level: Abi-Dalzim's horrid wilting
   
  *Found in chapter 6 of this compendium.
  Arcane Knack
  Beginning at 6th level, you can use your arcane power to fuel
  your skills. Whenever you make an ability check using your
  Intelligence, Wisdom, or Charisma modifier, you can expend
  one spell slot to give yourself a bonus to the check. The bonus
  is 1d4 for a 1st-level spell slot, plus 1d4 for each spell level
  higher than 1st. You must choose to do so before the check is
  made, and you can't gain a bonus greater than +10 with this
  feature.
  Savant of the Greats
  Starting at 10th level, your studies of the greats cause certain
  spells to become second nature to you. The spells you learned
  from your Pupil of the Greats feature are now always
  prepared, and they don't count against the number of spells
  that you can normally prepare.
  Additionally, if you deal damage to a creature with a spell
  you learned from your Pupil of the Greats feature, you can
  add your Intelligence modifier to the damage you deal to that
  creature. You can only do this once per turn.
  Spell Hybridization
  Through tenacious use of the spells created by the greats,
  you've begun to learn how to create your own spells by
  hybridizing common spells. At 14th level, when you cast a
  wizard spell as an action, you can cast another wizard spell as
  part of the same action given that both spells have a casting
  time of 1 action. You expend a single spell slot of a level equal
  to the sum of the levels of the spells you are casting. For
  example, if you cast magic missile at 2nd-level and fireball at
  3rd-level, you would expend a single 5th-level spell slot.
  Once you use this feature, you can't do so again until you
  finish a long rest.
  
  Optional Class Changes
  Vernestus as a fantasy setting introduces a slew of new
  concepts and character creation options to Dungeons &
  Dragons. Additionally, the base classes presented in the
  Player's Handbook may be altered to better suit the setting.
  You may use the optional changes presented below to some of
  the classes and subclasses found in the Player's Handbook
  and Xanathar's Guide to Everything when playing in
  Vernestus.
  Barbarian Proficiencies
  As a barbarian, you gain proficiency with cestuses.
  Guerrilla as a Fighter Subclass
  Some DMs may prefer to incorporate the guerrilla into their
  game not as its own class, but rather as a subclass of the
  fighter class. The tactical wit and physical prowess of the
  guerrilla lends itself well to being in the fighter class in a
  setting other than Vernestus where the archetype may not be
  as prevalent. If you choose this subclass, you gain the
  following abilities as you would with the other Martial
  Archetypes.
  Rustic Champion
  Beginning when you choose this archetype at 3rd level, you
  gain proficiency with improvised weapons. All improvised
  weapons you wield deal 1d6 damage if they would deal less
  damage otherwise.
  Rally
  Also at 3rd level, you learn how to coordinate strikes with your
  allies. When you deal damage to a creature, you can choose to
  mark it. A creature friendly to you that deals damage to the
  target while it is marked in this way gains a bonus to their
  damage equal to your Charisma modifier (minimum 1). The
  attacking creature must be able to see or hear you in order to
  gain the bonus, and it may only apply the extra damage once
  during its turn. The mark lasts until either you or the target
  drop to 0 hit points, or you finish a short or long rest
  Once you use this feature, you can't do so again until you
  finish a short or long rest.
  Blitz
  Starting at 7th level, your swift movements allow you to get
  into position with ease. On you first turn of combat, you gain
  an extra action that can be used to Dash or Dodge, and your
  movement doesn't provoke any opportunity attacks.
  Hit and Run
  At 10th level, you gain a bonus to the damage you deal when
  you hit a creature marked by your Rally class feature with a
  weapon attack. This bonus equals your Charisma modifier
  (minimum of 1).
  Assault
  Starting at 15 level, you triumphantly lead your allies into
  battle, giving them a swift boost to their speed. When rolling
  for initiative, friendly creatures within 30 feet of you can add
  1d6 to their initiative roll. These creatures also gain a 10 foot
  bonus to their walking speed on their first turn.
  Unwavering Leadership
  At 15th level, your unending ferocity and strong leadership
  holds you and your allies together in combat. Creatures can
  now deal the extra damage granted by your Rally class feature
  any number of times per turn.
  Additionally, you can use a bonus action on your turn to
  mark a creature within 60 feet of you with your Rally class
  feature, instead of having to deal damage to the creature.
  Industrial Fighting Style
  If you are playing as a fighter, you may choose the following
  fighting style.
  Industrial
  You gain proficiency with industrial weapons.
  Rogue Proficiencies
  As a rogue, you gain proficiency with pockmarkers and
  knuckledusters.
  Spell Lists
  Vernestus introduces several new spells to the Dungeons &
  Dragons catalog. The following classes have spells added to
  their spell lists. These spells can be found in chapter 6 of this
  compendium.
  Bard: gleam, sunshade, twang
  Cleric: gleam, purge, stability
  Druid: glimmering sands, repel pests, roam, swamp gas
  Paladin: stability
  Ranger: flight of dust, repel pests
  Sorcerer: Ausson's aquatic adaptation, flight of dust, gleam,
  sunshade, swamp gas, unstable trip
  Warlock: sunshade, swamp gas
  Wizard: abstract dart, Ausson's aquatic adaptation, flight of
  dust, gleam, glimmering sands, Sapphos' sundering,
  sunshade
  Way of the Kensei
  When you choose your kensei weapon, the cestus,
  knuckleduster, tekko, tigerclaw, and vajra are valid choices.
  Chapter 2 | Class Options
  52
  
  Chapter 3: Backgrounds
  E
  merging from a history of friends and foes,
  quests and misdeeds, ups and downs, your
  character is equipped with the memories
  and experience that makes them the right
  choice to become an adventurer. Your
  character's background reflects all that your
  character did, learned, and acquired before
  the moment that your game of Dungeons & Dragons begins.
  Presented in this chapter are two background options for
  characters in Vernestus, the inventor and the luddite. See
  chapter 4 of the Player's Handbook, "Personality and
  Background," for more about backgrounds.
  Inventor
  You are among the many bright minds in Vernestus that
  dedicate their lives to the creation of brand new innovations.
  You streamline daily life by inventing and manufacturing
  unique objects. Perhaps you developed a weapon of war and
  sold it to the highest bidder, you partake in the manufacturing
  of warforged for the Crown, or you fancy crafting your own
  firearms over those made by others.
  Skill Proficiencies: Arcana, Insight
  Tool Proficiencies: Tinker's tools, vehicles (land)
  Equipment: A set of common clothes, a book of schematics
  and musings, tinker's tools, and a pouch containing 10 gp
  Area of Expertise
  A successful inventor is the expert on a particular subject.
  Choose or randomly determine your area of expertise that
  defines you as an inventor.
  Feature: Masterful Invention
  You are the creator of an invention that you built for some
  group, such as a local county, guild, or company. Because of
  your invention, this particular group has seen an increase in
  success. This group acknowledges your contribution by
  offering you and your adventuring companions with a place to
  stay, and they may grant you monetary assistance if you are in
  dire need of it. If you fail to maintain friendly relations, the
  group is by no means obligated to offer aid. Talk with your DM
  about the invention you created and which organization
  adopted it.
  Suggested Characteristics
  Inventors are often quirky folk, having a reputation of having
  above average smarts, but poor social skills, although this isn't
  necessarily the case with all inventors. You have a mind fit for
  problem solving and critical thinking, even when the threat of
  an enemy looms near.
  d8   Personality Trait
  1
  I assume that others will understand what I say, even
  when I speak with jargon and technobabble.
  2
  I keep my chin up, even when my plans end in failure.
  3
  My mentor taught me everything that I know, and I
  wish to spread that knowledge to all that I can.
  4
  I yearn to help others.
  5
  In a formal setting, I can never seem to find the right
  words. Otherwise, I blather constantly.
  6
  I analyze each and every scenario as if it were a
  problem, and only I can find the solution.
  7
  I get so caught up in my thoughts that others assume
  I have a bad attention span. They're mostly right.
  8
  I only share my ideas with others if I know they are
  without flaw.
  d6   Ideal
  1
  Humanism. Invent to solve the problems plaguing us
  all. (Good)
  2
  Entrepreneurship. Don't waste time on activities that
  aren't profitable. (Neutral)
  3
  Advancement. We must push technology further if we
  want a better society. (Lawful)
  4
  Devotion. Once you take on a task, always see it
  through to the end. (Lawful)
  5
  Technocracy. Those that wield the most dangerous
  inventions are those that ought to rule. (Evil)
  6
  Creativity. Always show your true colors. (Any)
  d6   Bond
  1
  I keep my workshop spick and span, as its where I
  spend my of my time.
  2
  Nothing is more important to me than my book of
  diagrams.
  3
  I teach my apprentice all that I know so one day they
  may take over for me.
  4
  My loyalty is to my kingdom and the people within.
  5
  No one may know the precious secrets that underlay
  all of my inventions.
  6
  I am eternally grateful for the tutelage of my master.
  d8   Area of Expertise
  1
  Armor
  2
  Circuitry
  3
  Firearms
  4
  Machines
  d8   Area of Expertise
  5
  Magic items
  6
  Potions
  7
  Vehicles
  8
  Warforged
  53
  Chapter 3 | Backgrounds
  
  d6   Flaw
  1
  I rarely get an adequate amount of sleep since I stay
  up all night working on my inventions.
  2
  I think I work best when there's a heavy amount of
  mead running through my body.
  3
  I am a complete sham.
  4
  I publicly show myself as an inventor, but its a cover
  up to hide my true business.
  5
  My inventions explode with alarming frequency.
  6
  I am slow to trust others, as I think they want to steal
  my trade secrets.
  Luddite
  Many sing the praises for the swift uprise of technology in
  Vernestus, although it isn't without its dissent. Farming folk,
  outlanders, and those living on the brink of civilization get
  along just fine without any fancy technology, even preferring
  the way that things once were. Luddites band together to
  advocate for the control and downsizing of technology across
  the land.
  Skill Proficiencies: Animal Handling, Athletics
  Tool Proficiencies: One type of artisan's tools
  Languages: One of your choice
  Equipment: A set of artisan's tools (one of your choice), a
  mess kit, a minor family heirloom, a set of common clothes,
  and a pouch containing 10 gp
  Feature: Old Ways
  You have made a living for yourself that relies on deeply
  rooted interpersonal relationships. You belong to a tightly knit
  community that thinks highly of you and will readily accept
  your ideas. Members of your community will give you a place
  to hide, rest, or recuperate, unless you start to show yourself
  to be dangerous to them. They will shield you from the law or
  anyone else searching for you, though they will not risk their
  lives for you.
  Suggested Characteristics
  Luddites are often well-meaning, down to earth, family
  oriented folk. Most lead simple lives in rural environments,
  resenting the hustle and bustle of cities. Wherever you find
  yourself, you likely value the traditional way of doings things,
  as its foolish to try and fix those things that aren't broken.
  d8   Personality Trait
  1
  I don't mind getting my hands dirty when the task at
  hand calls for it.
  2
  Nothing calms me down like a clear open sky.
  3
  Family comes before any other organization.
  4
  Bartering is my preferred method of procuring goods
  and services.
  5
  Magic is much too complicated for me to grasp.
  6
  I fret constantly about the advances of technology
  and how they will undermine my way of life.
  7
  I value honesty over any other virtue.
  8
  I follow the path laid down by my ancestors.
  d6   Ideal
  1
  Protection. I stick up for those that need it. (Good)
  2
  Orthodoxy. Stick to the traditional, proven ways of
  doing things. (Lawful)
  3
  Propagandize. Keep the public unwitting, so only the
  knowledgeable remain in power. (Evil)
  4
  Tribute. Respect the deceased and pay homage to
  those that have done you well. (Lawful)
  5
  Rebellion. Strike when its least expected and stir
  revolution. (Chaotic)
  6
  Community. The people around you are the ones that
  matter the most. (Any)
  d6   Bond
  1
  I will do whatever it takes to recover my family's
  stolen heirloom.
  2
  I lead a local band of like minded luddites that thwart
  technological innovation.
  3
  My tools define who I am and what I am capable of
  doing, so I take them with me wherever I go.
  4
  I protect the lives of the working man.
  5
  Someday I wish to return to my home village and
  raise a family of my own.
  6
  All the treasures and baubles I gather during my
  adventures go to support my family.
  d6   Flaw
  1
  My dislike of technology extends to all those who use
  it.
  2
  I secretly admire fancy gadgets, but I fear I would be
  rejected by my community if I were to engage with
  them.
  3
  I'm rather grouchy and enjoy a fine drink.
  4
  I destroy machines when I see them, regardless of
  who they belong to.
  5
  I'm not afraid to say what's on my mind, especially if I
  get a good reaction out of somebody.
  6
  I dislike the idea of newcomers entering my
  community, especially if we aren't of the same race.
  54
  Chapter 3 | Backgrounds
  
  Chapter 4: Equipment
  I
  cons of Vernestus include the grandiose barges of the
  sundrians barreling over desert dunes and the
  mountains of powder kegs that power gnomish
  clockwork guns. This chapter includes new
  equipment available for the adventurers of Vernestus
  to purchase in addition to the equipment found in
  chapter 5 of the Player's Handbook, "Equipment."
  Markets across Vernestus are places where culture and
  livelihoods thrive. The domains of Vernestus depend on trade
  with each other to succeed, and as such Vernal governments
  place a large emphasis on supporting the development of
  trade routes and the protection of caravans.
  Copper, silver, gold, and platinum pieces are the most
  common forms of currency. Gems, artifacts, and magic goods
  are uncommon commodities, but will often fetch a hefty
  amount of coin with the right buyer. Many reputable locations
  may exchange labor or favors for goods.
  Starting Wealth
  Chapter 5 of the Player's Handbook, "Equipment," describes
  how much wealth you start with when you create a character
  if you choose to pass the equipment you gain from your class
  and background. If you are playing a tinkermage or guerrilla
  character, see the Starting Wealth by Class table to determine
  how much gold you have to spend.
  Starting Wealth by Class
  Class
  Funds
  Tinkermage
  5d4 x 10 gp
  Guerrilla
  2d4 x 10 gp
  Industrial Weapons
  Industrial weapons are a new weapon type for adventures set
  within Vernestus. Rock gnomes, blessed with knowledge
  given by the god of constructs, created the first industrial
  weapons. With innovations in technology and magic, firearms
  and weapons of exquisite craft have entered the stage along
  with typical fantasy weapons.
  Although members of all races have adopted the use of
  industrial weapons, their design often incorporates gnomish
  motifs. The percolation of gnomish culture across the world is
  a point of pride for many gnomes, as well as the warforged, a
  race created by the gnomes.
  The Industrial Weapons table shows you the new weapons
  available to you in Vernestus, their price and weight, the
  damage they deal when they hit, and any special properties
  they possess. See chapter 5 of the Player's Handbook,
  "Equipment," for more information about weapons, as well as
  a list of simple and martial weapons.
  Chapter 4 | Equipment
  55
  
  Industrial Weapons
  Name                                    Cost          Damage                Weight       Properties
  Industrial Melee Weapons
        Cestus
  10 gp
  1d6 bludgeoning
  1 lb.       Hand, light
        Knuckleduster
  10 gp
  1d4 bludgeoning 1/2 lb.       Finesse, hand, light
        Tekko
  15 gp
  1d4 slashing
  1/4 lb.       Finesse, hand, light
        Tigerclaw
  35 gp
  1d8 slashing
  1½ lb.       Finesse, hand
        Vajra
  15 gp
  1d6 piercing
  1 lb.       Hand, light
  Industrial Ranged Weapons
        Blunderbuss
  100 gp
  1d8 piercing
  5 lb.       Ammunition (range 20/60), loud, spread, two-handed
        Cogwork rifle
  250 gp
  2d6 piercing
  9 lb.       Ammunition (range 150/600), loading, loud, steady,
        two-handed
        Crank shotgun
  150 gp
  1d12 piercing
  5 lb.       Ammunition (range 30/120), heavy, loud, spread,
        two-handed
        Firebomb
  220 gp
  1d10 fire
  14 lb.       Ammunition (range 10/30), heavy, spread, two-
        handed
        Flintlock
  100 gp
  1d6 piercing
  2 lb.       Ammunition (range 20/60), light, loading, steady
        Hipshooter
  250 gp
  1d8 piercing
  4 lb.       Ammunition (range 80/320), loud, spread, steady
        Musket
  120 gp
  1d10 piercing
  8 lb.       Ammunition (range 80/320), loading, loud, steady,
        two-handed
        Pepperbox
  130 gp
  1d8 piercing
  3 lb.       Ammunition (range 80/320), loud, spread
        Phoenix
  200 gp
  1d10 fire
  9 lb.       Ammunition (range 100/400), loading, loud, two-
        handed
        Pockmarker
  50 gp
  1d4 piercing
  2 lb.       Ammunition (20/60), light, steady
        Revolver
  200 gp
  1d8 piercing
  2 lb.       Ammunition (30/120), light, loud, steady
  Ammunition
        Powder slug (5)
  1 gp
        —
  1/2 lb.       —
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Weapon Properties
  Some industrial weapons have special properties not found
  among those in the Player's Handbook, as shown in the
  Industrial Weapons table.
  Hand. This weapon is made to fit over your hand. You can
  use your hand to provide somatic components or hold another
  weapon or object while wielding this weapon.
  Loud. When you make an attack with this weapon, it
  creates a loud noise audible up to 300 feet away, alerting any
  creatures within the area of your presence.
  Spread. Being within 5 feet of a hostile creature doesn't
  impose disadvantage on your ranged attack rolls with this
  weapon.
  Steady. You can use a bonus action on your turn to ignore
  the disadvantage granted from attacking beyond the weapon's
  normal range. The steadying effect lasts until the start of your
  next turn.
  Dune Vehicles
  Sundrians are known for their cunning wit and
  craftsmanship, but not necessarily for their creativity. Dune
  vehicles are technological marvels created by the sundrians
  from reverse-engineered gnomish technology.
  Resembling ships you would find at sea, dune vehicles are
  able to sail across the sand of deserts. Many fear exploring the
  Desneran desert for fear of meeting a dune barge staffed with
  sundrian pirates. However, dune vehicles are able to be
  purchased as equipment for adventurers.
  Vehicle Proficiency. If you have proficiency with vehicles
  (land), you can add your proficiency bonus to any check you
  make to control a dune vehicle in difficult circumstances.
  Dune Vehicles
  Item
  Cost
  Speed
  Caravan boat
  4,500 gp
  1 mph
  Desert galley
  45,000 gp
  4 mph
  Dune sailboat
  12,000 gp
  3 mph
  Dune schooner
  28,000 gp
  3 mph
  Wind dinghy
  75 gp
  2 mph
  Common Magic Items
  Powerful magic items are rare across Vernestus, only
  belonging to individuals of particularly great privilege or found
  sprinkled across the land, deep within the most dangerous
  dungeons and crypts. However, more mundane magic items
  are commonly seen throughout, often integrated with some
  form of technology. The following are some of these common
  items that you are likely to come across in Vernestus. See
  chapter 7 of the Dungeon Master's Guide, "Treasure," for
  more information about magic items.
  Arcane Holster
  Wondrous item, common
  Any firearm weighing 10 pounds or less can fit entirely within
  the holster, regardless of its volume. Any items other than
  firearms are unable to fit within the holster.
  Antilockpick
  Wondrous item, common
  This odd key shaped object has 3 charges. You can insert the
  antilockpick into a mundane lock and expend a charge to
  permanently transmute the internal mechanisms of the lock
  to a state that renders all existing keys for that lock unusable.
  The antilockpick regains all expended charges daily at dawn.
  Autoreel
  Wondrous item, common
  This reel is made to fit around your wrist and attach to a
  single weapon. The reel has a line that extends up to 60 feet.
  On your turn, you can cause the reel to draw a weapon on the
  end of the line back into your hand, no action required.
  Chapter 4 | Equipment
  57
  
  Bag of Minor Gaana Stones
  Wondrous item, common
  This bag comes with 1d20+10 shiny black stones. Any
  creature holding the bag of stones can cast the magic stone
  cantrip, as long as they use the gaana stones as part of the
  spell. After a gaana stone is used, it disappears in a silent burst
  as it planeshifts to the Plane of Earth.
  Boots of the Caravan
  Wondrous item, common
  These boots don't leave footprints in sand.
  Candle of Bug Repelling
  Wondrous item, common
  Used by the canoe traders of Vernestus' bayou, this candle is
  adept at repelling pesty bugs. Nonmagical insects and
  arachnids are unable to move closer than 15 feet to the candle
  while it is alight.
  Candle of Ignition
  Wondrous item, common
  This candle is kept in a glass tube. Once removed from the
  tube, the candle will automatically ignite after 1 minute.
  Celestial Toy Box
  Wondrous item, common
  This wooden box is decorated with flourishing angelic
  symbols and contains 2 cubic feet of space. Additionally, it
  comes with a random fanciful childrens' toy. If the toy is left in
  the box for 8 hours without the box being opened, it magically
  transforms into a different toy. You can use the following table
  to determine the form the toy takes.
  Cog of the Timekeeper
  Wondrous item, common (requires attunement)
  These cogs were originally used by the ancestral chrones
  enacting the functions of RG2, but have become
  commonplace as watches. While you are attuned to this item,
  you always know the time on your current plane of existence.
  If you are a chrone, the cog also gifts you certain mental
  benefits while you are attuned to it. You can perform
  mathematical operations with ease, and perfectly remember
  everything that happened within the past 7 days of being
  attuned to the cog.
  Flashpaper
  Wondrous item, common
  This thick white paper has a glossy sheen to it. If you set fire
  to the paper while you hold it, it does not burn, but rather the
  scenery in your field of view appears as an image on the
  glossy side. Afterwards, the paper loses its magical properties.
  Glimmer Slug
  Weapon (powder slug), common
  When shot, the point this powder slug hits begins to glow,
  shedding bright light in a 30-foot radius and dim light for an
  additional 30 feet. The light fades after 1 minute.
  Gnomish War Whistle
  Wondrous item, common
  When you blow on this whistle, only warforged are able to
  perceive the sound.
  Hearing Screw
  Wondrous item, common
  This ordinary looking screw is able to hear your voice. When
  you instruct the screw to insert itself into an object, it will fly
  up to 30 feet and do so. After inserting itself into an object, it
  will no longer listen unless a creature calls its serial number
  (inscribed on the screw). When called, the screw will fall out of
  an object and fly up to 30 feet towards the creature that called
  its serial number and drop at their feet.
  Keystone Cube
  Wondrous item, common
  This 1-foot stone cube is completely weightless and is only
  able to be moved from force provided by creatures. Force
  from objects, spells, gravity, and weather fail to move the cube.
  Machinist's Gloves
  Wondrous item, common (requires attunement)
  As an action, you can cause the tips of the gloves to sprout a
  set of ethereal tinkers' tools. You can dismiss the ethereal
  tinkers' tools as an action.
  d8   Toy
  1
  Doll
  2
  Leather ball
  3
  Popgun
  4
  Spinning top
  d8   Toy
  5
  Toy animal
  6
  Wooden blocks
  7
  Wooden train
  8
  Yo-yo
  Chapter 4 | Equipment
  58
  
  Monocle of Diagnosis
  Wondrous item, common (requires attunement)
  This monocle has 3 charges. While you are wearing the
  monocle, you can use an action to expend 1 of its charges and
  target an object of size Huge or smaller. For 1 minute, you
  perceive the object's strong points to glow green and the
  object's weak points to glow red. The brightness of the glow
  depends on how strong or weak each point is. The monocle
  regains all expended charges daily at dawn.
  Rainbow Slug
  Weapon (powder slug), common
  This special powder slug deals a random type of damage
  when fired from a firearm. When you hit with a rainbow slug,
  roll on the following table to determine the type of damage the
  slug deals.
  Ring of Sharpness
  Ring, common (requires attunement)
  While wearing this ring, weapons in your possession never
  dull. Additionally, body parts such as teeth, claws, and spines
  never dull.
  Ring of Spring
  Ring, common (requires attunement)
  This ring has 3 charges. While you are wearing the ring, you
  can use an action to expend 1 of its charges can cause the
  ring to transform into a spring and leap up to 5 feet away from
  you, striking with great force. You can use the ring to attempt
  to knock a creature prone, force open a door, or something
  else at your DM's discretion, using the ring's statistics
  (Strength score of 18). After being used, the spring transforms
  back into a ring. The ring regains all expended charges daily
  at dawn.
  Rod of Hand Extension
  Rod, common
  This 10-foot long bronze rod has a metallic hand on one end
  and an ergonomic grip on the other. While holding the rod
  with one hand, you can manipulate the metallic hand as
  competently as you could your own hand. The hand is
  incapable of effectively using weapons, however.
  Jar of Shade
  Wondrous item, common
  This glass jar contains 20 ounces of the essence of shade. As
  an action, you can spread 1 ounce of shade over an area of up
  to 1 square foot. The shade remains for 8 hours, or until a
  creature uses their action to sweep it away.
  Phial of Goodpolish
  Potion, common
  This glossy red phial contains 8 ounces of a sweet smelling
  liquid known as goodpolish. Dropping 1 ounce of goodpolish
  onto a metal surface instantly cleans 25 square feet of the
  metal.
  Sack of Loyal Sand
  Wondrous item, common
  This sack is filled with 100 pounds of seemingly ordinary
  sand. As an action, you can hold up the sack and speak the
  sand's command word, causing all spilled loyal sand within 60
  feet of you to flow back into the sack.
  Sponge Stone
  Wondrous item, common
  This porous stone is small enough to fit in your hand. If placed
  in water, it will sponge up to 5 gallons. The stone never leaks,
  unless you use an action to squeeze the stone and release up
  to 1 gallon of water.
  Silencing Chip
  Wondrous item, common
  This small black chip can be placed on any metal surface,
  such as a firearm or loud machinery. Once attached, any
  sounds originating from within a 1-foot radius of the chip are
  muffled, only allowing sounds from within to be heard up to 5
  feet away.
  Also, due to the ability of the chip to silence the area, it
  grants resistance to thunder damage to any object or creature
  that fits entirely within a 1-foot radius area of the chip.
  Once the chip is removed from a metal surface, its effects
  stop.
  Tinkerer's Coin of Rescue
  Wondrous item, common
  As an action, you can churn the coin between your fingers,
  instantaneously ending your attunement to one of your magic
  items. Once used, the coin disappears. Cursed items are
  unaffected by this coin.
  Wings of Tectonica
  Wondrous item, common (requires attunement)
  These wings are fashioned out of mystical roc feathers and
  are used by the mighty duskrinde warriors on the Plane of
  Earth. When you fall and aren't incapacitated, you can
  subtract up to 30 feet from the fall when calculating falling
  damage, and you can move up to 2 feet horizontally for every
  1 foot you descend.
  d8   Damage Type
  1
  Acid
  2
  Cold
  3
  Fire
  4
  Force
  d8   Damage Type
  5
  Lightning
  6
  Poison
  7
  Psychic
  8
  Thunder
  Chapter 4 | Equipment
  59
  
  Chapter 5: Customization Options
  Y
  our choice of race, class, and background are the
  core building blocks that make up your
  character. However, these choices represent
  broad categories. Your character is a unique
  individual with a multitude of flourishing
  qualities. Some character concepts aren't able to
  be fully realized with the options laid out before
  you previously. This chapter focuses on ways to further
  customize your character with optional rules.
  Multiclassing
  Titles such as clerics, fighters, monks, and wizards do not
  encompass all of those that call Vernestus their home. Some
  characters mix the classes presented in chapter 2, "Class
  Options," and the classes found in the Player's Handbook to
  create multiclass characters. Multiclassing is an optional rule
  that your DM may choose to include in your campaign. See
  chapter 6 of the Player's Handbook, "Customization Options,"
  for more about the rules of multiclassing.
  Prerequisites
  To qualify for a new class, you must meet the ability score
  prerequisites for both your current class and your new one.
  See the Multiclassing Prerequisites table and page 163 of the
  Player's Handbook for the prerequisites necessary to
  multiclass.
  Multiclassing Prerequisites
  Class
  Ability Score Minimum
  Tinkermage
  Intelligence 13
  Guerrilla
  Dexterity 13 and Charisma 13
  Proficiencies
  When you first gain a level in a class other than your initial
  class, you gain only some of the new class's starting
  proficiencies. See the Multiclassing Proficiencies table and
  page 164 of the Player's Handbook for the proficiencies you
  gain.
  Multiclassing Proficiencies
  Class
  Proficiencies Gained
  Tinkermage   Industrial weapons, tinker's tools
  Guerrilla
  Light armor, shields, simple weapons,
  improvised weapons
  Feats
  Your choice of class represents the majority of the abilities
  that your character possesses. A fighter adeptly wields a
  sword as a wizard deftly casts spells from a spellbook.
  However, classes alone do not represent the full breadth of
  abilities that a character can use.
  Feats are an optional rule that your DM may choose to
  include. At certain levels, your class gives you the Ability
  Score Improvement feature. Using the optional feats rule, you
  can forgo taking that feature to take a feat of your choice
  instead. Below is a list of feats available to characters
  adventuring within Vernestus. See chapter 6 of the Player's
  Handbook, "Customization Options," for more feats and
  additional rules regarding feats.
  Chapter 5 | Customization Options
  60
  
   
   
   
   
   
   
   
   
   
   
   
   
  Desert Survivalist
  You have adapted to life in the desert. You gain the following
  benefits:
  You're naturally acclimated to hot climates.
  You can go up to a day before beginning to suffer the
  effects of not eating or drinking.
  You have advantage on Wisdom (Survival) checks you
  make while you are in a desert.
  You are immune to damage from typical desert
  phenomena, such as sand storms, cactus spines, or
  burning sands.
  Heavy Arms Specialist
  You prefer explosions and kaboomery over precision and
  finesse. You gain the following benefits:
  You ignore the loading property of firearms with which you
  are proficient and have the heavy property.
  You gain a +5 bonus to damage rolls when you score a
  critical hit with a firearm that has the heavy property.
  Iron Pugilist
  Adopting tools of iron, you've honed your fist fighting skills.
  You gain the following benefits:
  When a hostile creature moves within reach of a weapon
  you are wielding that has the hand property, you can use
  your reaction to make an opportunity attack against that
  creature with the hand weapon.
  When you use your action to successfully escape from a
  grapple on your turn, you can use your bonus action to
  make an attack with a weapon that has the hand property.
  When a hostile creature uses their action to make an
  unarmed strike or natural weapon attack against you, you
  can use your reaction to make an attack with a weapon
  that has the hand property.
  Quickdraw
  You have carefully perfected the art of the quickdraw, giving
  you the upper hand on foes attempting ambush. You gain the
  following benefits:
  On your first turn of combat, you can automatically draw
  up to two weapons that have the light property.
  When you roll for initiative, you can roll 1d6 and add it to
  your initiative roll.
  You can use a reaction on your turn to steady up to two
  weapons that have the light and steady properties.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scrapper
  By spending your time scavenging for abandoned resources,
  you have become an adept scrapper. You gain the following
  benefits.
  You gain proficiency with tinker's tools.
  During a short rest, you can use tinker's tools to work up to
  3 pounds of metal. For each pound of metal you work, you
  create 5 powder slugs.
  Instead, you can use tinker's tools during a short rest to
  repair robotic creatures and machines. You can work on up
  to five creatures or objects made of metal. At the end of the
  short rest, the creatures and objects you work on regain hit
  points equal to 1d10 + your proficiency bonus.
  Whenever you make an Intelligence (History) check related
  to metal, you are considered proficient in the History skill
  and add double your proficiency bonus to the check,
  instead of your normal proficiency bonus.
  Techno Rebel
  Prerequisite: The ability to cast at least one spell
  Either you're an active protester against the rise of technology
  in Vernestus, or you wish to prove that magic is superior to
  silly mechanisms. You gain the following benefits:
  You gain a +5 bonus to attack and damage rolls made
  against objects.
  When you speak, your words become magically scrambled
  to any constructs that can hear you. When a construct
  hears you speak, they can make a Wisdom (Insight) check
  against your spell save DC. On a success, the construct is
  able to understand your words. Otherwise, the construct
  perceives your voice as low pitched static.
  You can use an action to mystically become invisible to
  constructs until the start of your next turn. This effect ends
  early if you move, attack, or cast a spell.
  Chapter 5 | Customization Options
  61
  
  Racial Feats
  Your character primarily changes when they level up by
  gaining features from their class. If your DM uses the optional
  feats rule, then your character may also be fine tuned in that
  manner. Racial feats are similar to normal feats, but they
  represent developments related to your choice of race. Only
  truly exceptional members of any given race may have the
  abilities described by racial feats. In addition to the racial
  feats below, you can find more racial feats in chapter 1 of
  Xanathar's Guide to Everything, "Character Options."
  Aberrant Orbs
  Prerequisite: Bot (ibakyubakog)
  The orbs you summon with your Holy Guardian trait have
  evolved to have new effects, either as a result of your tether to
  a specific angel or a defect with your functioning. When you
  channel an orb as a bonus action, you can choose from the
  following effects or the healing effect described in your Holy
  Guardian trait:
  The orb crackles with energy, causing a creature within 5
  feet of you to take 1d4 + 1 lightning damage.
  The orb pushes with the force of a great winds, causing a
  creature of your choice within 5 feet of you to be pushed
  1d4 x 5 feet away from you.
  The orb defensively flutters around a creature of your
  choice within 5 feet of you, granting that creature a +1d4
  bonus to their AC until the start of your next turn.
  Bayou Dweller
  Prerequisite: Kenku
  As a natural denizen of the musty bayous of Vernestus, you
  have managed to make a living there despite the hazardous
  living conditions. You gain the following benefits:
  You are immune to disease.
  You gain a swimming speed of 30 feet.
  You have advantage on saving throws against poison, and
  you have resistance to poison damage.
  You have proficiency with waterborne vehicles, and you
  have advantage on any ability check made to control such
  vehicles.
  Bloom Wrestler
  Prerequisite: Sundrian
  You are either a champion of the Match of the Flower, or you
  have innately sharp spines. In either case, you have developed
  spines much more deadly than those of the average sundrian,
  granting you the following benefits:
  The damage you deal with your spines is now equal to half
  your Constitution score (rounded up).
  You have advantage with Strength (Athletics) checks made
  to grapple another creature.
  You can make unarmed strikes using your spines. On a hit,
  you deal piercing damage equal to your Constitution score.
  Deepest's Undeath
  Prerequisite: Triton
  The tendrils of Xoen the Deepest have latently taken their toll
  on you, sending you into a quasi-undeath. You gain the
  following benefits:
  As a reaction to taking damage from a magical source, you
  can gain resistance to all of the triggering damage, unless
  the damage is radiant. Once you use this feature, you can't
  do so again until you finish a long rest.
  As a reaction to being hit by a critical hit, you can turn that
  hit into a normal hit. You can't use this feature again until
  you finish a long rest.
  When you are reduced to 0 hit points but not killed
  outright, you can drop to 1 hit point instead, unless the
  damage that causes you to do so is radiant. You can't use
  this feature again until you finish a long rest.
  Elemental Attunement
  Prerequisite: Genasi
  Your innate connection to the elements grows alongside you,
  developing into a secondary elemental typing. Choose one of
  the following damage types: acid, cold, fire, lightning, or
  thunder.
  You gain resistance to the chosen damage type. Additionally,
  when you cast a spell that is related to air, earth, fire, or water
  that deals damage, you can cause it to deal the chosen
  damage type instead.
  Based on your choice of damage type, you also learn a
  cantrip: acid splash for acid, frostbite for cold, fire bolt for fire,
  shocking grasp for lightning, or thunderclap for thunder.
  Constitution is your spellcasting ability for this cantrip.
  Gnome Chattel
  Prerequisite: Bot (warforged)
  You have been outfitted with upgrades making yourself more
  suitable for gnomish biddings. You gain the following benefits:
  You can speak, read, and write Gnomish.
  You have been outfitted to be able to be ridden. A Small or
  smaller creature can ride on your back if you allow it. In
  such a situation, you continue to act independently, not as
  a controlled mount.
  You grant half cover to a creature that is riding you.
  When a creature that is riding you rolls a 1 or 2 on a
  damage die for a ranged weapon, they can reroll the die
  and must use the new roll, even if the new roll is a 1 or a 2.
  Chapter 5 | Customization Options
  62
  
  Greater Orbs
  Prerequisite: Bot (ibakyubakog)
  The orbs you summon with your Holy Guardian trait have
  grown more potent. You gain the following benefits:
  You roll a d6 instead of a d4 for determining the effects of
  your orbs.
  The range for your orbs increases by 5 feet.
  When you channel an orb as a bonus action, roll a d20. On
  a roll of 10 or higher, the orb is not destroyed.
  Might of Tectonica
  Prerequisite: Cragfar (duskrinde)
  Through diligent training, you have awakened a might within
  you. You gain the following benefits:
  When you fall and aren't incapacitated, you can subtract up
  to 100 feet from the fall when calculating falling damage.
  You do not expend a use of your Sturdy trait when you use
  it while you are on a surface made of stone.
  You roll a d8 instead of a d6 when using your Brawn trait.
  Overcharge
  Prerequisite: Bot or cyborg
  Upgrades to your circuitry allows for external energy to be
  converted into usable electricity. You gain the following
  benefits:
  You gain resistance to lightning damage.
  When you take lightning damage, you gain a number of
  temporary hit points equal to half the lightning damage
  taken.
  Also when you take lightning damage, you can use a
  reaction to make a special ranged spell attack with a range
  of 30 feet. You are proficient with it, and you add your
  Constitution modifier to its attack and damage rolls. Its
  damage is lightning, and its damage die is a d6.
  Planetouched
  Prerequisite: Tiefling
  You have spent significant enough time on a certain elemental
  plane of existence. Due to your natural receptivity to the
  planes, you've adapted your physical body to suite that plane.
  Choose one of the following planes: The Plane of Air, the
  Plane of Earth, the Plane of Fire, or the Plane of Water. You
  gain the following benefits:
  You learn one of the following cantrips: control flames for
  fire, gust for air, mold earth for earth, or shape water for
  water. Charisma is your spellcasting ability for this spell.
  As a bonus action on your turn, you can transform into the
  material associated with the plane you chose until the start
  of your next turn. While transformed in this way, your
  speed is 0, you can't take actions or reactions, you have
  immunity to all damage, and you can't be targeted by spells
  or attacks. Once you use this feature, you can't do so again
  until you finish a short or long rest.
  You learn to speak, read, and write Primordial.
  Skill Specialist
  Prerequisite: Cyborg
  Through honing your abilities, you can reliably execute skills
  that you have specialized in. You have advantage on all ability
  checks using the skill from your Skill Specialty trait.
  Sand Bending
  Prerequisite: Cragfar (netterinde)
  You've tapped into your elemental history, allowing you to
  bend streams of sand to your will. You gain the following
  benefits:
  You learn the mold earth cantrip.
  You can cast earth tremor once as a 1st-level spell and dust
  devil once as a 2nd-level spell. Wisdom is your spellcasting
  ability for these spells. You must finish a long rest before
  you can cast either spell in this way again.
  By momentarily conjuring puffs of sand, you can use your
  Desert Stride feature anywhere, regardless if sand is
  present or not.
  Stability of RG2
  Prerequisite: Bot (chrone)
  As a fundamental cog of the RG2, your position in the
  universe is inherently stable. You gain the following benefits:
  Increase your Charisma score by 1, to a maximum of 20.
  You have advantage with saving throws against being
  forcefully banished or teleported.
  While you are on a plane of existence other than your
  native plane, you can use an action to teleport to the last
  location where you finished a long rest on your native
  plane. Once you use this feature, you can't do so again until
  7 days have passed.
  Superior Gaana
  Prerequisite: Undergolem
  Your gaana embiggens, strengthening the power of your gaana
  stones. You gain the following benefits:
  You can now have up to two gaana stones at a time and
  gain the benefits of each.
  As an action, you can toss one of your gaana stones up to
  60 feet to a point you can see, causing it to explode in a
  burst of colorful smoke on impact. The smoke expands in a
  10-foot-radius sphere. The sphere moves around corners
  and its area is heavily obscured. It lasts for 1 minute or
  until a wind of moderate or greater speed (at least 10 miles
  per hour) disperses it. Any creature that is in the sphere
  when it explodes must make a Wisdom saving throw with
  a DC equal to 8 + your proficiency bonus + your Wisdom
  modifier. On a failed save, the creature is subjected to a
  condition based on the color of your gaana stone.
  Chapter 5 | Customization Options
  63
  
  Artwork Credit
  Cover by phazone
  Ibakyubakogs by Andrew S.
  Ibakyubakog Background from tokkoro.com
  Warforged Heads by Rusty Locke
  Warforged by Gun Kim
  Warforged Background by Zicuta
  Cragfar by artuarts
  Cragfar Background by SIERRAREYNA
  Gems by LaPetiteMascarade
  Cyborg dwarf by BenWootten
  Cog by Calico Craft Parts
  Cyborg kenku by Colby Marchi
  Magic effect by Harryarts
  Dragonborn possibly from Dungeons & Dragons
  Starry Sky from Vidalcuglietta
  Water Genasi by Misanthropester
  Genasi Background by LozanoX
  Gnome and Warforged by Reytatouille
  Human Shaman from Pathfinder
  Wild Kenku by shendin
  Kenku Background from Wizards of the Coast
  Triton by Korborau
  Sundrian by oddfolder
  Sundrian Background by rambled
  Cactus by Plaindealing
  Undergolem by Andrew S.
  Undergolem masks by Andrew S.
  Undergolem background by Galvin-wolf
  Orbs by YoshiGo99
  Compass by Tottor
  Gnome by armandeo64
  Lab Background by kemi neko
  Tinkerer Table Background by Kashuse
  Turret by Andrew S.
  Tiefling Alchemist by Sara Campolo
  Alchemical Supplies by thehamofficial
  Potion Rack by Wayne England
  Homunculus by lenadrofranci
  Axe Thrower by josephquiart
  Lab by Band Huang
  Forest Landscape from stmed.net
  Guerrilla by NatteRavnen
  Forest Path by grrroch
  Hay Bales by Cheri Wollenberg
  Guerrilla Table Background by anndr
  Sun by Suzanne Nicoll
  Halfling Martyr by R.M. Jansen-Parks
  Desert from Gallsource.com
  Voodoo Elf from Pathfinder
  Swamp from Magic the Gathering
  Bard from Pathfinder
  Field by Henry Hillier Parker
  Cleric by theDURRRRIAN
  Sundrian Monk by Andrew S.
  Desert Town from RuneScape
  Sniper by Serg-Natos
  Sniper Background by Charity A. Lamb
  Tiefling Cowgirl by thedustyleaves
  Desperado Background by inetgrafx
  Ghost from Pathfinder
  Ghost Background from wallpapermaiden
  Slinger by Zafran Ghazale
  Slinger Background from tokkoro.com
  Wizard by LiaeTwiler
  Library by Rusty001
  Well by ArtMari
  Chests by Runescape
  Coin Pile from Pathfinder
  Rifle by City of Steam
  Fantasy Guns by puppyvampire
  Sundrian by OstrigolCO
  Dune Sailboat by Thomas Herbrich
  Whistle by Andrew S.
  Sand by Andrew S.
  Trident by carlgnash
  Water Genasi by David Baldridge
  Ocean Background by tnounsy
  Chrone Woman by Andrew S.
  Feats Background by Valery Rybakow
  Lightning Orbs from the Elder Scrolls
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Sage's Guide to Vernestus.pdf