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  Table of Contents 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Foreword .............................................................................................................................................................. 1 
  Alchemist: Fields of Study ................................................................................................................................ 1 
  Craftsman: Profession ....................................................................................................................................... 3 
  Gunslinger: Gunslinger’s Creeds ................................................................................................................... 6 
  Shugenja: Duality ............................................................................................................................................... 7 
  Warden: Champion’s Call .................................................................................................................................. 8 
  Warmage: Warmage Houses .............................................................................................................................. 9 
  Witch: Witch’s Crafts ........................................................................................................................................ 13 
   
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission. 
  Expansion Pack is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2017 Mage Hand Press. All Rights Reserved 
  
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  Foreword 
  We at Mage Hand Press believe in characters. Every story 
  ever worth telling has had characters that make you lean 
  forward and pay attention – daring heroes, sinister villains, 
  and the all-important shades in between. That's why it's so 
  disheartening when RPG parties are built out of the most 
  generic building blocks: a fighter, a rogue, a cleric, and a 
  wizard. Characters can be so much more vibrant and 
  dimensional, and players should settle for nothing less. 
       Over the course of the last couple of years, we've been 
  working to broaden the catalogue of classes available to 
  players with our own lineup, including (so far) the 
  Alchemist, Craftsman, Gunslinger, Shugenja, Warden, 
  Warmage, and Witch. And our quest isn't over: we intend 
  to continue refining and producing more classes to 
  supplement the options presented in the core rules, so that 
  players and DMs alike can devise yet more interesting 
  characters. 
       The Expansion Pack is intended to expand and refine 
  these offerings with new archetypes and other options. 
  Some of these classes will see a deluge of options in their 
  own dedicated books, like the Complete Warmage or the 
  Complete Craftsman, but for the others, the Expansion 
  Pack is the place to turn for more archetypes. 
  Archetypes 
  Fields of Study 
  All alchemists learn the basics of their science: the 
  elements, chemical reactions, and alchemical formulae. 
  Beyond that, alchemists pick up a specialty which they 
  practice and research in depth. Some focus on the healing 
  arts, and some focus on destruction, where others focus on 
  research or potion-brewing. Fields of study are as varied as 
  the alchemists which research them, and have applications 
  equally as diverse. 
   
   
   
   
   
   
   
  Researcher 
  While many alchemists prefer to experiment in the field, 
  there are those who prefer to make life-changing 
  discoveries in a more controlled and efficient setting. These 
  alchemists are never without their books, and their superior 
  intelligence shines through in comparison to their more 
  reckless peers. 
  Avid Reader 
  When you select this field of study at 3rd level, your 
  encyclopedic knowledge of the world grants you occasional 
  insight into a variety of situations. You gain proficiency 
  with two of the following skills: Arcana, History, 
  Medicine, Nature, Religion, or Survival. 
  Efficient Bomb 
  At 3rd level, you can make bombs that spread their 
  explosive energy more evenly throughout their blast radius. 
  As a bonus action when you throw a bomb, you can adjust 
  the formula to be more refined, changing it into an efficient 
  bomb. An efficient bomb has d6 damage dice. Creatures in 
  the bomb's blast radius take the bomb's full damage on a 
  failed saving throw and half damage on a successful one. 
  Interdisciplinary Research 
  In your studies, you have learned a wide variety of skills 
  and knowledge. At 7th level, and again at 17th, you gain an 
  additional discovery. These discoveries can be ones that 
  normally require a different field of study, as long as you 
  meet all other prerequisites. 
  Bonus Potions 
  At 10th level, when you take a long rest, you can brew 
  potions of clairvoyance and mind reading for 2 alchemy 
  points each, which become inert after 24 hours. 
   
   
   
   
   
   
   
   
   
  
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  Venomsmith 
  For every alchemist that has devoted his or her life to 
  healing the sick and infirm, there is another with a darker 
  calling. Commonly called poisoners or venomsmiths, these 
  alchemists are masters in the art of crafting deadly and 
  debilitating poisons. Whether employed by an assassin’s 
  guild or performing assassinations themselves, a 
  venomsmith’s presence is usually accompanied by 
  untimely death. 
  Poison Master 
  When you select this field of study at 3rd level, you gain 
  proficiency with poisoner’s kits. Additionally, you can add 
  your proficiency bonus to any ability check you make to 
  identify, recall information about, or procure a poison or its 
  ingredients that doesn’t already use your proficiency bonus. 
  Venom Bomb 
  At 3rd level, you can make bombs that poison their targets. 
  As a bonus action when you throw a bomb, you can fill it 
  with a fast-acting pathogen, changing it to a venom bomb. 
  A venom bomb deals poison damage instead of fire 
  damage, and has d8 damage dice. Instead of a Dexterity 
  saving throw, creatures in the blast radius must make a 
  Constitution saving throw. The target also makes a 
  Constitution saving throw. Each creature that fails its 
  saving throw is wracked by the pathogen, and has 
  disadvantage on the next Strength, Dexterity, or 
  Constitution saving throw it makes until the end of your 
  next turn. 
  Alchemical Assassin 
  Beginning at 7th level, you are adept at applying poisons 
  without being seen. You have advantage on 
  Dexterity (Sleight of Hand) checks you make to 
  apply ingested poisoned to food or drink, to 
  apply poison to a weapon you are holding without 
  being seen, or to place a vial of poison on another 
  person without them noticing. 
  Synthesize Poison 
  At 10th level, when you take a long rest, you can 
  brew a number of synthetic doses of a poison of 
  your choice from the Poisons section of the 
  SRD for 1 alchemy point per 100 gp in the 
  poison’s price per dose, rounded up, without 
  the required ingredients. This imitation 
  poison is unstable, and becomes inert after 
  24 hours if not used. 
   
   
  Poison Vaporizer 
  At 17th level, you develop a new delivery method for your 
  poisons. When you throw a venom bomb, you can add a 
  dose of contact or inhaled poison to it. Creatures that take 
  damage from this bomb are exposed to the poison. 
  New Bomb Formulae 
  Bomb formulae are presented in alphabetical order. 
  Concussion Bomb 
  You can make bombs that explode more violently than 
  normal. As a bonus action when you throw a bomb, you 
  can use a different explosive chemical, changing it into a 
  concussion bomb. Concussion bombs deal bludgeoning 
  damage instead of fire damage. 
  Flechette Bomb 
  You can make bombs that propel small flechettes into their 
  victims. As a bonus action when you throw a bomb, you 
  can fill it with flechettes, changing it into a flechette bomb. 
  Flechette bombs deal piercing damage instead of fire 
  damage. 
  Incendiary Bomb 
  You can make bombs whose explosive contents remain 
  burning for a short time. As a bonus action when you throw 
  a bomb, you can add a thickening agent to its explosive 
  contents, changing it into an incendiary bomb. An 
  incendiary bomb has d8 damage dice. Additionally, the 
  target, as well as each creature within the blast radius that 
  fail its saving throw, catch on fire. If a creature that is on 
  fire does not use its action to extinguish the flames at the 
  beginning of its next turn, it takes 2d4 fire damage. 
  Shredder Bomb 
  You can make bombs that shower their victims with razor 
  sharp blades. As a bonus action when you throw 
  a bomb, you can fill it with small blades, 
  changing it into a shredder bomb. Shredder 
  bombs deal slashing damage instead of fire 
  damage. 
  Thermobaric Bomb 
  You can make bombs that blanket an area in 
  flames. As a bonus action when you throw a 
  bomb, you can add a delayed explosive to it, 
  changing it into a thermobaric bomb. A 
  thermobaric bomb has d6 damage dice 
  and has a 10-foot radius. 
  
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  Torpedo Bomb 
  You can make bombs that fly through water as well as air. 
  As a bonus action when you throw a bomb, you can attach 
  a finned shell to it, changing it into an underwater bomb. 
  An underwater bomb can be thrown and will detonate 
  underwater with no penalty. 
  New Discoveries 
  If a discovery has prerequisites, you must meet them to 
  learn it. You can learn the discovery at the same time that 
  you meet its prerequisites. You can only learn a discovery 
  once, unless otherwise specified. 
  Proficient Healer 
  Prerequisite: 8th level 
  You know how to squeeze every bit of healing power from 
  your potions. Any potion of healing that you create heals an 
  additional amount equal to your Intelligence modifier 
  (minimum 1). Additionally, you can create potions that 
  cure most any condition. During a long rest, you can brew 
  special potions called cure-alls for 2 alchemy points each, 
  which become inert after 24 hours. When a creature drinks 
  a cure-all, it regains 2d4 + 2 hit points, and either one 
  disease or one condition afflicting it is ended. The 
  condition can be blinded, charmed, deafened, frightened, 
  paralyzed, or poisoned. 
  Raven Mask 
  You’ve created a piece of protective gear known as a 
  Raven Mask. This alchemically-treated leather mask has a 
  long beak, containing a specialized chamber filled with 
  custom alchemical reagents, scented oils, and desiccants. 
  While wearing this mask, you are immune to the effects of 
  inhaled poisons or gases (including those from spells such 
  as stinking cloud) and you are immune to diseases 
  (including magical diseases, such as mummy rot). 
  Reflexive Concoction 
  During a short or long rest, you can distill one dose of a 
  drug that grants a temporary boost to reflexes. A creature 
  can drink the concoction as a bonus action, causing its AC 
  to become 14 + its Dexterity modifier for 10 minutes, after 
  which it returns to normal. 
       During this duration, when the creature is hit by an 
  attack, it can use its reaction to gain a +5 bonus to AC until 
  the start of its next turn, including against the triggering 
  attack, potentially causing it to miss. Once the creature has 
  used this ability, the concoction’s effects end early at the 
  beginning of the creature’s next turn, returning its AC to 
  normal. 
  New Feat 
  This feat is available to characters of every class. 
  Master Thrower 
  You are an expert in using thrown weapons. You gain the 
  following benefits: 
  • When you take the Attack action on your turn, you can 
  use a bonus action to make a ranged attack with a 
  thrown weapon. 
  • When you make a ranged weapon attack, you can draw 
  the weapon as part of the attack. You can draw any 
  number of weapons in this fashion each round. 
  • The short and long ranges of your thrown weapons 
  doubles. 
  Profession 
  All master craftsmen learn the basics of smithing, 
  leatherworking, woodworking, and other necessary 
  disciplines on the path to mastery. However, as they hone 
  their skills, craftsmen must narrow their field of expertise 
  to achieve excellence, and each selects a profession which 
  defines them. 
  Trapsmith 
  Craftsmen are no strangers to turrets, bombs, and 
  clockwork mechanisms, but the trapsmith raises this to a 
  level of artistry. Given enough time and resources, a 
  trapsmith can veritably blanket a room in dangerous 
  implements, setting the stage to slay an intruder in a half-
  dozen unique ways. While the traps do the dirty work, the 
  trapsmith is free to lounge about some distance away, 
  enjoying a cold beverage and dreaming up new, dangerous 
  designs. 
  Danger Sense 
  At 3rd level, your experience with traps gives you an edge 
  when escaping danger. You have advantage on Dexterity 
  saving throws against effects that you can see, such as traps 
  and spells. To gain this benefit, you can’t be blinded, 
  deafened, or incapacitated. 
  Traps 
  You are an expert in designing ingenious and lethal traps. 
  Starting at 3rd level, you can craft traps, which are listed on 
  the Traps table. You can maintain a number of traps at one 
  time equal to twice your level. 
       Additionally, you carry a bag of Trapsmith's Parts, in 
  addition to your crafting tools. This bag of gears, 
  detonators, springs, and other mechanical equipment 
  
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  contains many of the parts you need to construct traps. 
  Instead of affecting your traps directly, your Crafting 
  Techniques instead upgrade and improve these parts, which 
  in turn grants benefits to all of your traps. 
  Booby Trap 
  Starting at 7th level, you take 10 minutes to conceal one of 
  your traps from an unsuspecting target. A creature can 
  detect a concealed trap by taking using its action to make 
  an Intelligence (Investigation) or Wisdom (Perception) 
  check (DC equals your crafting technique save DC), or by 
  having a passive Perception score higher than that DC. 
  Cunning Mechanism 
  Starting at 10th level, you can add your Intelligence 
  modifier to the damage of your traps. 
  Smart Traps 
  Starting at 14th level, you can deploy a sophisticated trap 
  of your choice that does not trigger on or target creatures 
  that you choose. Once you deploy such a trap, you can't 
  deploy another one until you finish a short or long rest. 
  Master Trapsmith 
  At 18th level, you reach the peak of your craft. You learn 
  the following crafting technique, which you can 
  immediately apply to your trapsmith’s parts: 
  Trap Fabricator 
  Legendary technique 
  Components Trapsmith’s parts 
  With a bit of inventive clockwork, you set up a portable, 
  self-operating crafting unit inside your trapsmith’s parts, 
  called a fabricator. Your fabricator automatically 
  produces one type of trap that you choose. You can use 
  your action to create a single trap of that type at no cost. 
  You can change the type of trap your fabricator can 
  create when you take a long rest. 
  Traps 
  The trapsmith has a wide variety of dangerous armaments 
  to main and disable their enemies. Generally, traps are 
  deployed by throwing them within range as an action and 
  activate on some sort of trigger. As an action or a bonus 
  action, you can disarm and recover one of your 
  deployed traps. Deployed traps do not count against 
  the total number of traps you can maintain. 
  Unless otherwise specified, a trap occupies 
  the same space as a Tiny creature. If one 
  of your traps calls for a saving throw, it 
  uses your crafting technique save DC. 
  Traps 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Auto-Turret 
  Deployment Time: 1 action 
  Range: 5 feet 
  Trigger: 1 bonus action 
  This sophisticated device automatically lines up a crossbow 
  on a target, retracts the bowstring, and fires a bolt. You can 
  designate a target within 30 feet of the auto-turret by 
  speaking a coded instruction as a bonus action on your turn. 
  The turret then makes an attack roll (attack bonus equals 
  your proficiency bonus + your Intelligence modifier.) On a 
  hit, the turret deals 1d8 piercing damage. The turret carries 
  only 10 pieces of ammunition and deactivates 
  automatically 1 minute after being deployed. 
  Deployable Barrier 
  Deployment Time: 1 action 
  Range: 5 feet 
  Trigger: None 
  Though not a trap in the conventional sense, a deployable 
  barrier is a simple, yet vital tool for survival in combat. 
  This barrier collapses to be easily carried and expands to be 
  5 feet wide and almost 4 feet tall, mounting securely into 
  the ground, when deployed. They barrier has AC 8 and 25 
  HP. A Medium creature that hunkers down behind it has 
  three-quarters cover from the opposite side. Small and 
  smaller creatures have full cover behind the barrier. 
       Two or more of these barriers can be linked to create 
  larger walls consisting of 5-foot panels, each of which can 
  be independently targeted and destroyed. 
  Trap 
  Cost 
  Auto-Turret 
  150 gp 
  Deployable Barrier 
  50 gp 
  Landmine 
  100 gp 
  Man-Trap 
  25 gp 
  Razor Wire 
  25 gp 
  Remote-Control Bomb 
  150 gp 
  Trigger Mine 
  100 gp 
  
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  Landmine 
  Deployment Time: 1 minute 
  Range: 0 feet 
  Trigger: Target moving within the trap’s area 
  You bury a bomb with a pressure trigger, a landmine, 
  which explodes when a creature steps on it. Once a 
  landmine is buried, it occupies a 5-foot-square area under 
  the ground. If a Small or larger creature steps in this area, it 
  and each creature within 5 feet of it must make a Dexterity 
  saving throw. On a failed save, the target takes 1d10 
  damage from the bomb or half as much on a successful 
  save. Each creature within 5 feet of the target takes half 
  damage on a failed save. A landmine is destroyed when it is 
  triggered.  
       A creature can detect the presence of a buried landmine 
  with a Wisdom (Perception) check opposed by your 
  crafting technique save DC. 
       This damage of this trap increases as you gain higher 
  levels in this class. At 5th level, the damage increases to 
  2d10, at 11th level, the damage increases to 3d10, and at 
  17th level, the damage increases to 4d10. 
  Man-Trap 
  Deployment Time: 1 minute 
  Range: 0 feet 
  Trigger: Target moving within the trap’s area 
  This oversized hunting trap, which is affixed to the ground 
  in a 5-foot-square area, clamps down with sharpened teeth 
  onto the legs of an unfortunate creature that steps into it. A 
  target that steps into the trap must succeed on a Dexterity 
  saving throw or take 1d10 slashing damage and stops 
  moving. Until the target or another creature uses it action to 
  make a Strength check (DC equals your crafting technique 
  save DC) to free the target, it can't move. 
       This damage of this trap increases as you gain higher 
  levels in this class. At 5th level, the damage increases to 
  2d10, at 11th level, the damage increases to 3d10, and at 
  17th level, the damage increases to 4d10. 
  Razor Wire 
  Deployment Time: 1 action 
  Range: 10 feet 
  Trigger: Target moving through the wire's line 
  This immensely sharp wire is fired from a special device 
  that anchors its two ends in surfaces that you choose and 
  pulls the wire taught. When you deploy this trap, you 
  choose two locations within range as anchor points for the 
  wire and the wire occupies a line between those points. 
       This wire is thin and nearly invisible. A creature can 
  detect razor wire with a Wisdom (Perception) check 
  opposed by your crafting technique save DC. If a creature 
  that does not see the razor wire crosses its line, it must 
  make a Dexterity saving throw, taking 2d8 slashing damage 
  on a failed save, or half as much on a successful one. 
  Remote-Control Bomb 
  Deployment Time: 1 action 
  Range: 5 feet 
  Trigger: The bomb contacts a creature 
  You can use your action to deploy this rolling construct 
  bomb within 5 feet of you and you can use your bonus 
  action to remotely steer it using a second device. The 
  device moves up to 25 feet when you steer it and you see 
  from the bomb's perspective when you do so. You can 
  control only 1 deployed remote-control bomb at a time. 
       If you steer this bomb into an obstacle, it explodes. If 
  the target was a creature, it makes a Dexterity saving throw.  
  On a failed save, the creature takes 1d8 fire damage, or half 
  as much on a successful one. 
       This damage of this trap increases as you gain higher 
  levels in this class. At 5th level, the damage increases to 
  2d8, at 11th level, the damage increases to 3d8, and at 17th 
  level, the damage increases to 4d8. 
  Trigger Mine 
  Deployment Time: 1 action 
  Range: 30 feet 
  Trigger: 1 bonus action 
  These throwable mines detonate when you use your bonus 
  action to press a detonator. All bombs currently deployed 
  detonate at once when you do so. Each creature within 5 
  feet of one or more bombs must make a Dexterity saving 
  throw. On a failed save, the creature takes 1d8 fire damage, 
  or half as much on a successful one. 
       This damage of this trap increases as you gain higher 
  levels in this class. At 5th level, the damage increases to 
  2d8, at 11th level, the damage increases to 3d8, and at 17th 
  level, the damage increases to 4d8. 
  Crafting Techniques 
  The following crafting techniques are available to 
  trapsmiths. 
  Chain Explosives 
  Journeyman technique 
  Components Trapsmith’s parts 
  
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  When you deploy a trigger bomb or a landmine, you can 
  choose for the trigger of these traps to be linked to the 
  trigger of another trap. For example, you can choose for a 
  trigger bomb to detonate when another trigger bomb 
  detonates, or you can choose to detonate a landmine the 
  instant a man-trap clamps down on a target. You can have 
  up to two traps linked to the trigger of another trap at one 
  time (resulting in a maximum of three simultaneous traps.) 
  Impulsive Trap 
  Apprentice technique 
  Components Trapsmith’s parts 
  You keep a ready-to-deploy trap on your arm at all times. 
  When you roll initiative and are not surprised, you can 
  immediately deploy a single trap that has a deployment 
  time of 1 action. 
  Primordium Traps 
  Master technique 
  Components Trapsmith’s parts 
  By forging several of your trapsmithing tools out of 
  Primordium, your traps gain the ability to channel 
  elemental energies into their victims. When you build a trap 
  using your trapsmith’s parts, you can choose for it to deal 
  acid, cold, fire, or lightning damage instead of its normal 
  type. 
  Gunslinger’s 
  Creeds 
  Gunslingers have many features in common, but each of 
  them walks their own path and follows their own code. 
  This code, which gunslingers call a creed, embodies their 
  core beliefs and informs their unique combat style. 
  Covert Operative 
  They say 'the pen is mightier than the sword' and you 
  believe that knowledge is power: the best way to defeat 
  your enemies is by stealing what they know and replacing it 
  with misinformation. To that end, you have been trained in 
  the ways of covert warfare, giving you a broad range of 
  abilities to complement your fearsome gunnery skills. 
  Secret Agent Training 
  When you adopt this creed at 3rd level, you gain 
  proficiency in two sets of tools from the following list: 
  disguise kit, thieves' tools, vehicles (land), vehicles (water) 
  and two skills from the following list: Investigation, Sleight 
  of Hand, Stealth, Survival. You can apply double your 
  proficiency bonus to any check you make that uses one of 
  these tools or skills. 
  Sneaky Shot 
  At 3rd level, your training allows you to make attacks on 
  the hoof, even in the most intense operations. When you 
  take the Dash or Disengage action on your turn, you can 
  make a single attack with a firearm as a bonus action. 
  Fieldcraft 
  Starting from 7th level, your experience in the field gives 
  you a number of advantages. You cannot be surprised while 
  you are conscious. Additionally, you can use a bonus action 
  to make a Wisdom (Perception) check to spot hidden 
  creatures. 
  Concealed Gear 
  Also at 7th level, you gain access to specialized 
  adventuring gear that can be hidden about your person, 
  either by being unusually small or by being disguised as 
  something else. Any gear that you are carrying, except for 
  weapons and armor that are not light, is undetectable by 
  any casual observer. A creature that attempts to conduct a 
  thorough search of you must make an Intelligence 
  (Investigation) check with a DC equal to 13 + your 
  Intelligence modifier + twice your proficiency bonus. 
  Risky Mission 
  At 14th level, you know which risks to take and which to 
  leave alone. You can now expend two risk dice to perform 
  two deeds within the same turn. 
  License to Kill 
  Starting at 14th level, whenever you hit with an attack 
  using a firearm, you can expend a risk die and add it to the 
  damage roll.  
   
   
   
   
   
   
   
   
   
  
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  Gun Tank 
  Prerequisite: Medium size, Strength score of 15 or higher 
  Be bigger, be badder, and be tougher, and no man will 
  stand in your way. You are a living siege engine, a titan of 
  muscle, brandishing weapons most men are incapable of 
  lifting. Armed with these devastating firearms, you wade 
  into the field of battle, bombarding and destroying those 
  foolish enough to approach you. 
  Heavy Gunner 
  When you select this creed at 3rd level, you ignore the 
  Strength requirement for weapons with the Mounted 
  property. You can also carry heavy firearms regardless of 
  their weight. 
       Additionally, you can use Strength, rather than 
  Dexterity, for attack and damage rolls using heavy 
  firearms, and you can add your Strength instead of your 
  Dexterity to your Deed Save DC. 
  Tough as Nails 
  Starting at 3rd level, your hit point maximum increases by 
  1 and increases by 1 again whenever you gain a level in this 
  class. 
       You also gain proficiency with medium and heavy 
  armor. 
  Thick-Headed 
  At 7th level, you have advantage on saving throws you 
  make against being charmed. 
  Strong as an Ox 
  Starting at 10th level, your lifting and carrying capacities 
  are doubled and you have advantage on Strength checks 
  and Strength saving throws. Additionally, you can ignore 
  the Two-Handed property on firearms with which you are 
  proficient. 
  Gun Rage 
  At 14th level, as a bonus action, you can explode into a 
  fury to destroy lesser men. For the next minute, you have 
  resistance to bludgeoning, piercing, and slashing damage 
  and can make one additional attack when you take the 
  Attack action on your turn. However, for the duration, your 
  movement speed is halved and you have disadvantage on 
  Dexterity checks and saving throws. 
       Your gun rage ends if you use your bonus action to end 
  it early, take cover, or finish your turn without attacking. 
  Once you use this ability, you must finish a short or long 
  rest before using it again. 
  Duality 
  Shugenja specialize in manipulating the fundamental 
  building blocks of the universe. Because the universe is 
  erected in perfect harmony, each elemental force is 
  balanced by its opposite, creating a universal Duality. A 
  one element of a Duality becomes more powerful, the other 
  becomes weaker; it is this symmetry and tension that 
  maintains the universe’s balance. 
       Shugenja each choose a duality as a focus of study, 
  becoming expert in not one element, but also its opposite. 
  In learning to balance the elemental duality, shugenja also 
  learn to find balance within themselves. 
  Death and Life 
  Every living thing eventually feels the cold embrace of 
  death. This natural progression from birth to death is 
  unceasing and unavoidable, but it need not be wholly 
  sinister. The finite span of life lends sweetness to its 
  moments and grants meaning to its years. Unlike the 
  accursed undead, who live out their endless span of 
  existence without purpose, the living can leave their mark 
  on the world and depart it peacefully, knowing they leave 
  behind a legacy for those who come after. 
       Shugenja that embrace the duality of Death and Life 
  learn to pull on the strings of mortality, prolonging life or 
  shortening it as they see fit. Even though masters of this 
  duality abhor undeath, they can also suspend death, and 
  raise the dead for a short time. 
  Death and Life Spells 
  Shugenja Level 
  Spells 
  1st 
  false life, inflict wounds 
  3rd 
  gentle repose, ray of enfeeblement 
  5th 
  animate dead, revivify 
  7th 
  blight, death ward 
  9th 
  antilife shell, reincarnate 
  Bonus Cantrip 
  Starting when you choose this duality at 1st level, you learn 
  the spare the dying cantrip. 
  Deathspeaker 
  Starting at 1st level, you can coax a single corpse into 
  repeating its last words. Using your action, you can touch a 
  corpse that has been dead for less than a century. If the 
  corpse could speak at least one language in life, it repeats 
  its final words in a hoarse rasp. Once you have used this 
  ability, you can't use it again on the same corpse. 
  
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  Elemental Attunement 
  At 6th level, you have gained an affinity for the elements 
  associated with your duality. Whenever you cast a spell that 
  deals damage, you can deal an additional 1d8 necrotic or 
  radiant damage, your choice, to one of the spell’s targets. 
  Shun Death 
  By 6th level, you can ignore death for a short time. When 
  you or a creature you can see is reduced to 0 hit points, you 
  can use your reaction to choose for the creature to be 
  reduced to only 1 hit point instead.  
       Once you use this ability, you must complete a long rest 
  before you can use it again. 
  Eternal Life 
  Beginning at 14th level, you no longer age, can't be 
  magically aged, and can no longer die of old age. 
  Instant Rebirth 
  Starting at 18th level, you can cast the spell reincarnate, 
  without using a spell slot or material components, as a 
  reaction when a creature other than yourself that you can 
  see dies. The creature immediately returns to life with a 
  new race and half its maximum hit points.  
       Once you use this ability, you can't use it again for 1 
  week. 
  Champion’s Call 
  A warden’s call is a binding charge to protect and defend 
  others from harm. Every warden eventually hears a call, 
  and responds with mighty deeds. In answering this call, 
  they embrace the traits of those they stand to protect, 
  gaining primal, and sometimes even mystical, abilities. 
  Stoneheart Defender 
  You heard the steadfast, unyielding call from the 
  mountains, which dwarves and gnomes have felt for 
  generations. The stones called to you, beckoning for a 
  protector to defend the mountains from those that would 
  despoil them, from both within and without. You might be 
  a watchman of old dwarven walls, or a sentinel, patrolling 
  the lookouts of high mountain peaks; regardless of 
  where you stand, you are unmovable: a 
  mountain in the shape of a man. You draw 
  your power from the earth beneath your feet 
  and can crush your enemies with the strength 
  of stone. 
   
  Roots of Rock 
  Starting at 3rd level, when you use 
  your Warden's Grasp ability, rocky 
  roots sprout from your feet, anchoring 
  you securely. For up to 1 minute, or until 
  you choose to end this ability, you can't be 
  shoved or pushed from wherever you are 
  standing by hostile actions, spells, or effects, 
  unless you choose to be. You have advantage 
  on Strength saving throws against being 
  knocked down, cannot slip or fall from ledges, 
  and are immune to the spells fly, levitate, and 
  telekinesis. If you are under the influence of any of 
  those spells when you use this ability, they are 
  immediately dispelled. 
  Earthshatter 
  Starting at 6th level, you can choose to use Warden's Grasp 
  as an action, rather than a bonus action. When you do so, 
  each creature affected must make a Strength saving throw 
  (DC equals 8 + your proficiency bonus + your Strength 
  modifier) or be knocked prone. 
       You can use this ability a number of times equal to your 
  Strength modifier, and regain all uses when you finish a 
  long rest. 
  Mettle 
  At 13th level, your determination allows you to shrug off 
  effects that would otherwise harm you. When you are 
  subjected to an effect that allows you to make a 
  Constitution saving throw to take only half damage, you 
  instead take no damage if you succeed on the saving throw, 
  and only half damage if you fail. 
  Immortal Mountain 
  By 20th level, you can summon the power of true earth as 
  an action, protecting yourself in an encasement of stone. 
  For the next minute, you gain the following benefits: 
   
   
   
   
   
   
  
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  • Bludgeoning, piercing, and slashing damage you take is 
  reduced by 5. 
  • You gain the effects of your Roots of Rock ability for 
  the entire duration. 
  • As you move, you can choose to upend the earth at 
  your feet, leaving behind a 5-foot wide trail of difficult 
  terrain behind you wherever you move. 
  Storm Sentinel 
  Your strength originates among furious storm clouds and 
  flashes of lightning. As a storm sentinel, you are called to 
  protect wayward sailors and coastal villages from the wrath 
  of the tempests and the arrival of great waves that might 
  strike them defenseless. You despise pirates and others that 
  pose a threat to coastal peoples, and will oppose them 
  wherever they strike. 
       From your fingertips, you can deliver the awe of 
  lightning and the roar of thunder to devastate your foes. 
  With practice and patience, you can harness the power of 
  the storm itself to fly and rain thunderbolts from above. 
  Flash from Above 
  Starting when you choose this call at 3rd level, whenever 
  you are standing under the open sky, you can use your 
  action to conjure a harmless, but impressive, bolt of 
  lightning or peal of thunder. You can use this ability even 
  when there are no clouds above you. 
  Thunderblast 
  At 3rd level, whenever you hit a creature have marked with 
  a melee weapon attack, each creature you choose within 5 
  feet of the target takes 1d8 lightning damage. 
  Static Burst 
  Starting at 6th level, when you use Warden’s Grasp as a 
  bonus action, each creature affected can't take reactions 
  until the beginning of your next turn. 
  Evasion 
  Beginning at 13th level, you can nimbly dodge out of the 
  way of certain area effects, such as a red dragon’s fiery 
  breath or an ice storm spell. When you are subjected to an 
  effect that allows you to make a Dexterity saving throw to 
  take only half damage, you instead take no damage if you 
  succeed on the saving throw, and only half damage if you 
  fail. 
  Stormlord 
  Starting at 20th level, you have a flight speed equal to your 
  movement speed. 
       Additionally, you can use your action to summon a bolt 
  of lightning to strike you, imbuing your body with the 
  power of the storm. For 1 minute, you gain the following 
  benefits: 
  • Your flight speed is doubled. 
  • You can cast the spell call lightning as a bonus action 
  (DC equals 8 + your proficiency bonus + your 
  Constitution modifier) without using a spell slot. You 
  can call a bolt of lightning on subsequent turns as a 
  bonus action. 
  Warmage Houses 
  While the tacticians of the College of Warmages would 
  have you believe that proper planning and skill are the only 
  things you need to win a battle, there are many who know 
  that fate and luck are just as important to the outcome as 
  any amount of skill. Such thought led to the creation of a 
  separate, offshoot college, known as the Casino, which, 
  while mocked as a lesser shadow of its progenitor, 
  produces warmages of bountiful luck and fortune. If the 
  College views the world as a chessboard, then the Casino 
  sees the world as a gambling den, and its houses always 
  win. 
  House of Cards 
  Ever-linked to the concept of luck, playing and tarot cards 
  are universally understood to be tools of fate. As such, the 
  House of Cards was the first of the Casino’s fate-focused 
  warmage houses, blending the inherently mystical powers 
  of cards with their own potent magics. 
  Deck of Fate 
  Starting at 3rd level, you gain a deck of magical playing or 
  tarot cards, called a Deck of Fate, through which you can 
  enhance the power of your cantrips. Following a short or 
  long rest, you draw a number of cards from a standard 
  playing card deck equal to your spellcasting modifier; these 
  cards are your hand. Whenever you cast a warmage cantrip, 
  you can use one of the cards in your hand to increase the 
  damage of that spell to one target by the number listed on 
  the card, or 1d12 for face cards and Aces. 
       Once you use a card from your hand, it is gone until you 
  take a short or long rest, at which point all spent cards 
  return to your Deck of Fate and your draw a new hand. 
  Should you lose your Deck of Fate, you can create a new 
  one by performing a ritual lasting 24 hours. 
   
  
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  Two of a Kind 
  Starting at 3rd level, when you cast a cantrip that targets a 
  single creature, you can spend a card from your hand to 
  target an additional creature with that spell. 
  Fold 
  Starting at 7th level, when you are hit by an attack, you can 
  use your reaction and spend a card from your hand to cast 
  the shield spell. 
  Trump Card 
  At 10th level, select a single 1st level, 2nd level, 3rd level, 
  4th level, and 5th level wizard spell from any school. These 
  spells are magically scribed into your Deck of Fate. You 
  can cast any of these spells without using a spell slot by 
  spending a number of cards from your hand equal to that 
  spell’s level. Whenever you gain a level in the warmage 
  class, you may replace one of these spells with another of 
  the same level. 
  Full House 
  Starting at 15th level, when you roll for initiative and you 
  have no cards remaining in your hand, you can roll 1d4 and 
  draw that many cards to your hand. 
  Royal Flush 
  At 18th level, you can burn all of your spell cards in a 
  spectacular display of magical power. As an action, you 
  spend all of the cards you currently have in your hand. 
  Select a number of locations you can see within 150 feet 
  equal to the number of cards you spent; you fling a single 
  card to each of those points, which explode, causing each 
  creature within a 20-foot radius of each of those points 
  must make a Dexterity saving throw. A creature takes 5d8 
  points of force damage on a failed save, or half as much on 
  a successful one. If a creature is caught in a space that is 
  affected by multiple explosions, it must make multiple 
  saving throws.  
       Once you use this ability, you must take a long rest 
  before you can do so again. 
   
   
   
   
   
   
   
  House of Dice 
  Ever the gambler’s loyal, if fickle, companion, dice (and 
  the manipulation of them) are one of the cornerstones of the 
  Casino’s teaching on luck and fate. Despite the fact that 
  dice are, in almost all ways, impossible to affect with skill 
  or knowhow, Dicemages always seems to come out on top 
  of the situations they find themselves in... or, at least, ahead 
  of where they started. 
  Dice of Fate 
  Starting at 3rd level when you choose this house, you gain 
  a special pair of 6-sided dice which serve as a spell focus. 
  Whenever you make an ability check, attack roll, or saving 
  throw, you can roll 2d6 and add the result to the d20 roll. 
  Once you use this ability, you must take a short or long rest 
  before you can do so again. 
       Should you lose your Dice of Fate, you can create a new 
  set by performing a ritual lasting 24 hours. 
  Boxcars 
  Starting at 3rd level, whenever you cast a warmage cantrip, 
  if you roll the maximum number on one or more of the 
  cantrip’s damage dice, you can reroll one of those dice and 
  add the new result to the total damage of the spell. 
  Snake Eyes 
  Starting at 7th level, you can use your Dice of Fate against 
  hostile creatures. Whenever a hostile creature makes an 
  attack roll, saving throw, or ability check, you can use your 
  reaction to roll your dice of fate and subtract that number 
  from that creatures d20 roll.  
       Once you use this ability, you must take a short or long 
  rest before you can do so again. 
   
   
   
   
   
   
   
   
   
   
   
  
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  Natural 
  At 10th level, fate turns your way more often than not. 
  Once per turn, when you would make an attack roll, you 
  can choose to make that attack roll an 11 instead of rolling 
  the die. You must make this choice before you make the 
  attack roll. You can use this ability a number of times equal 
  to your Intelligence modifier. You gain back all uses 
  following a long rest. 
  Big Red 
  Starting at 10th level, when you use your Dice of Fate or 
  Snake Eyes ability, you can choose for the outcome to be a 
  7 without rolling the dice. 
  Master of Fate 
  Starting at 18th level, you can use your Dice of Fate and 
  Snake Eyes abilities twice before needing to take a rest. 
  House of Slots 
  Less concerned with the nature of gaming tools, the House 
  of Slots instead finds focus in the power and combination 
  of numbers, particularly the number 7. While no less reliant 
  on the whims of fate as the other houses of the Casino, the 
  House of Slots often manages to soften the blow of Lady 
  Luck, making her far more even tempered and willing to 
  help. 
  Wheels of Fate 
  Starting at 3rd level when you choose this house, you are 
  gifted a special gauntlet fitted with a series of three rollers, 
  attuned to the capricious power of fate. When you make an 
  ability check, attack roll, or saving throw you would 
  normally add your proficiency modifier to, you can roll 3d8 
  instead of a d20 to determine your success. If you do so, 
  you do not add your proficiency bonus nor any applicable 
  ability modifiers to the roll. If you use this ability to make 
  an attack roll, you cannot critically hit on that roll. 
  Lucky 7s 
  Starting at 3rd level, when you use your Wheels of Fate 
  ability to make a roll, you gain a special token of fate when 
  you roll a 7 on all three dice. While you have one of these 
  tokens, when you make an ability check, attack roll, or 
  saving throw, you can spend this token to automatically 
  succeed on the roll. You cannot have more than one of 
  these tokens at a time. 
  Bonus Payout 
  Starting at 7th level, when you use your wheels of fate 
  ability to make a roll, there are additional potential effects 
  when you hit combinations of numbers other than 777. 
  d8/d8/d8 
  Effect 
  1/1/1 
  Your action fails and you are stunned until the 
  start of your next turn. 
  2/2/2 
  You can add 1d4 to your next Wheels of Fate 
  roll. 
  3/3/3 
  You regain a number of hit points equal to 7 
  + your warmage level. 
  4/4/4 
  You can use your reaction to teleport up to 
  your movement speed in any direction. 
  5/5/5 
  You can use your reaction to make a single 
  melee or ranged attack roll against a creature 
  within your reach/range. 
  6/6/6 
  You can use your reaction to cast a single 
  warmage cantrip. 
  7/7/7 
  You gain one token of fate. 
  8/8/8 
  If this roll is an attack roll, it is a critical hit. If 
  not, you automatically succeed on the ability 
  check or saving throw. 
  Bonus Multiplier 
  Starting at 10th level, you can have up to two tokens of fate 
  at a time. Additionally, you automatically gain one Token 
  of Fate when you finish a long rest. 
  Loose Slots 
  Starting at 15th level, when you use your Wheels of Fate 
  ability, you roll 4d8 instead of 3d8. You still only need to 
  roll 3 of a given number to gain a Lucky 7s or Bonus 
  Payout effect. 
  Jackpot 
  Starting at 18th level, when you use your Wheels of Fate 
  ability to make a roll, if you roll four 7s (7777), you 
  automatically generate 3 tokens of fate, are healed as if you 
  had been effected by a heal spell.  
       Additionally, you can now store up to three tokens of 
  fate at once. 
  New Warmage Cantrips 
  The following cantrips are available to warmages. 
  Ante Up 
  Transmutation cantrip 
  
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  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (at least 1 gold piece) 
  Duration: Instantaneous 
  With a flourish, you toss a number of gold pieces at a target 
  within range. Make a ranged spell attack against the target. 
  On a hit, the target takes 1d12 magical bludgeoning 
  damage.  
       This spell's damage increases by 1d12 when you reach 
  5th level (2d12), 11th level (3d12), and 17th level (4d12), 
  but the number of gold pieces required to cast the spell 
  increases as well: 5 gp at 5th level, 10 gp at 11th level, and 
  25 gp at 17th level. When you can cast this spell, you can 
  choose to cast it as if you were of a lower level, dealing less 
  damage and using less gp. 
  Card Trick 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 60 feet  
  Components: V, S, M (a deck of playing cards) 
  Duration: Instantaneous 
  With a flash of your hands, you fling a number of playing 
  cards charged with energy at your opponents. Make a 
  ranged spell attack against a target within range. On a hit, 
  the target takes 1d8 force damage. Alternatively, you can 
  target a space within range instead of a creature; each 
  creature within 5 feet of that space must make a Dexterity 
  saving throw, taking 1d6 force damage on a failed save. 
       You can throw 1 additional card on your turn at 5th 
  level (2 cards), at 11th level (3 cards), and at 17th level (4 
  cards). 
  Cheat 
  Divination cantrip 
  Casting Time: 1 bonus action 
  Range: Self  
  Components: S, M (a weighted die) 
  Duration: 1 round 
  You subtly twist your fingers and fate seems to follow suit. 
  For the duration, you can reroll any ability check you make 
  to play nonmagical games of skill. Therefore, this ability 
  could influence a game of Three Dragon Ante, but not the 
  result of a Deck of Many Things. 
  Exploding Dice 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  With a flick of your wrist, you conjure an exploding die, 
  which you can toss at a hostile target within range. Make a 
  ranged spell attack roll against the target. On a hit, the 
  target takes 1d6 thunder damage. If you roll a 6 on any 
  damage die, you can roll an additional d6 and add its 
  damage to the total, rolling again if this die it also a 6, and 
  so on. Effects which would increase the damage die size of 
  a spell have no effect on this cantrip.  
       This spell's damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).    
  New Warmage Tricks 
  The following tricks, which are presented in alphabetical 
  order, are available to warmages who meet the 
  prerequisites. 
  Aces Wild 
  Prerequisite: House of Cards, card trick cantrip 
  When you cast the card trick cantrip, you can choose to 
  deal acid, cold, fire, lightning, necrotic, radiant, or thunder 
  damage to your target. If you can make multiple attacks 
  with card trick, each attack must use a different damage 
  type. 
  High Roller 
  Prerequisite: House of Dice, 10th level, exploding dice 
  cantrip 
  When you hit a creature with the exploding dice cantrip, 
  you can use your bonus action to make one of the damage 
  dice roll a 6. You must make this choice before you roll the 
  damage dice. 
  Hit Me 
  Prerequisite: House of Cards, 5th level 
  As a bonus action on your turn, you can draw a new spell 
  card from your deck to your hand. You can use this ability 
  a number of times equal to your Intelligence modifier, and 
  regain all uses when you finish a long rest. 
  Hold ‘Em 
  Prerequisite: House of Cards, 9th level 
  As an action on your turn, you can spend a spell card from 
  your hand to cast the spell hold monster. Once you use this 
  ability, you must finish a short or long rest before you can 
  do so again. 
   
  
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  Legendary Hustler 
  Prerequisite: House of Slots, House of Cards, or House of 
  Dice, 10th level, cheat cantrip 
  As long you know the cheat cantrip, you are considered to 
  be constantly under the effect of that spell. Additionally, 
  when you utilize a magic item or spell whose effect relies 
  on random chance (such as drawing from a Deck of Many 
  Things or using a Wand of Wonder) you have advantage on 
  that roll, or can draw twice and take the more favorable 
  card, as appropriate. 
  One-Armed Bandit 
  Prerequisite: House of Slots 
  You gain proficiency in the Sleight of Hand skill, if you did 
  not have it already. Additionally, when you hit a creature 
  with a melee attack, you can use your bonus action to pilfer 
  an item or gold from them. Make a melee attack roll against 
  the creature, using your Sleight of Hand bonus instead of 
  your melee attack roll bonus. On a success, you can take an 
  item from the creature. This item cannot be armor that is 
  being worn or a weapon that it being wielded, and you must 
  be able to hold the item with one hand. 
  Spare Change 
  Prerequisite: House of Slots, 10th level, ante up cantrip 
  When you cast the ante up cantrip, you can magically 
  create a number of gp equal to your Intelligence modifier to 
  use for the material component. These gp vanish once the 
  spell has been cast. 
  Weighted Dice 
  Prerequisite: House of Dice, exploding dice cantrip 
  When you hit a creature with the exploding dice cantrip, 
  you roll additional dice of damage whenever you roll a 5 or 
  a 6. 
  Witch’s Crafts 
  A witch's craft is distinct from a school of magic. Whereas 
  magical schools seek to categorize spells, crafts are defined 
  by the use of magic. Though others also exist, there are two 
  primary crafts, White Magic, which seeks to mend and 
  restore, and Black Magic, which seeks to rend and destroy. 
   
   
   
   
  Green Magic 
  Plants, nature, and things that grow are the domain of green 
  magic. Normally a type of arcana championed by druids, 
  some witches have a close tie to the powers of green magic, 
  and can coax plants and animals into their bidding. 
  Green Magic Bonus Spells 
  Spell Level 
  Spells 
  1st 
  entangle, speak with animals 
  2nd 
  barkskin, beast sense 
  3rd 
  conjure animals, plant growth 
  4th 
  conjure woodland beings, stoneskin 
  5th 
  awaken, tree stride 
  Hex: Twin Familiar 
  Starting at 3rd level, you can use your action to cause your 
  familiar to split into a pair of identical creatures for 1 
  minute. Both familiar twins have half the hit points and 
  maximum hit points of the original, rounded up. All spells 
  and hexes affecting your familiar affect both twins. The 
  twins move independently, and can each make an attack 
  when you command them to as a bonus action. When one 
  twin dies, the remaining familiar's hit point maximum 
  returns to normal. 
       You can cast other hexes while this hex is in effect. 
  Friend of the Forest 
  By 6th level, you can find allies anywhere in nature. Once 
  per day, you can perform a 10-minute long ritual to call a 
  beast of challenge 1 or lower from the environment. This 
  beast is friendly to you and your companions and follows 
  your commands. After 1 hour passes, or if you or one of 
  your companions harms the target, the effect ends and the 
  beast returns to the wild. 
  Sacrifice Familiar 
  At 10th level, you can drain your familiar's vitality as a 
  bonus action. You regain hit points equal to half your 
  familiar's hit points (rounded down) and your familiar dies. 
  You can't summon your familiar again until you finish a 
  short or long rest. 
  Ancient Aura 
  Starting at 14th level, you have advantage on saving 
  throws from spells. 
  
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  Red Magic 
  Arcane magic tied to channeling the elements is deemed 
  red magic, and is extremely hazardous when used. Witches 
  that specialize in red magic are among the deadliest 
  spellcasters in existence, channeling their curse into 
  unhindered arcane wrath. 
  Red Magic Bonus Spells 
  Spell Level 
  Spells 
  1st 
  burning hands, magic missile 
  2nd 
  acid arrow, scorching ray 
  3rd 
  fireball, protection from energy 
  4th 
  ice storm, wall of fire 
  5th 
  cone of cold, telekinesis 
  Hex: Imperil 
  Starting at 3rd level, you know how to strip away your foes' 
  magical defenses. As an action, choose one creature you 
  can see within 60 feet to make a Constitution saving throw, 
  and choose any one damage type. On a failed save, the 
  creature loses resistance to the given damage type until the 
  end of your next turn, or is treated as having only 
  resistance, if it is immune. 
  Convolute Energy 
  At 6th level, when you deal damage, you can change the 
  type of damage from acid into poison, from cold into fire, 
  from lightning into thunder, from necrotic into radiant, or 
  vice versa.  
       Additionally, you can use your reaction when you take 
  damage of one of these types to subtract your Charisma 
  modifier from the damage dealt. 
  Invulnerability 
  Beginning at 10th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to briefly 
  become invulnerable. Subtract 50 from the damage dealt, to 
  a minimum of 0. 
       Once you use this ability, you can’t use it again until 
  you finish a long rest. 
  Elemental Annihilation 
  Starting at 14th level, when you cast a spell which deals 
  acid, cold, fire, lightning, or thunder damage, you can 
  expend another spell slot of equal or higher level to 
  maximize the damage dealt. 
       Once you use this ability, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
   
  New Hexes 
  These hexes are presented 
  in alphabetical order. 
  Finagle 
  As an action, you can invisibly manipulate 
  objects within 60 feet of you, causing one of the following 
  effects: 
  • Lift, carry, and move up to 30 feet an object weighing 
  less than 100 pounds.  
  • Push each object within 5 feet of you weighing less 
  than 100 pounds up to 10 feet away from you.  
  • Unlock one nonmagical lock within range. This lock 
  becomes broken after using this ability.  
  • Break one small nonmagical object with fewer than 10 
  hit points that can fit within a 1-foot cube. 
  • Lift and throw an object weighing less than 100 pounds 
  up to 60 feet in a straight line. Whenever you do so, 
  you can make a spell attack roll against one creature 
  you can see within range. The object takes 1d10 + your 
  Charisma modifier bludgeoning damage. On a hit, both 
  the target and the object take this damage.  
  Peacebond 
  As an action, you can lock weapons to their owners. The 
  weapons and ammunition of each creature within 30 feet 
  become locked in their sheaths, quivers, or holsters until 
  the end of your next turn. During this time, a creature can 
  use its action to free its weapon with a Strength check, 
  opposed by your Spell save DC. 
  Prehensile Hair 
  You grow unduly long and tough hair (even from your 
  eyebrows) which you can manipulate at will. You can use 
  your hair to perform simple tasks within 10 feet of you, 
  such as manipulating an object, opening an unlocked door 
  or container, stowing or retrieving an item from an open 
  container, or pouring the contents out of a vial. You can 
  cast spells with a range of Touch using your hair, out to a 
  range of 10 feet. 
       This hex is always active and you can cast other hexes 
  while it is in effect. 
   
  
   
   
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  Joe Shine  
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  Brandon 
  Guðmundur 
  Guðmundsson 
  Kurt C Yost 
  Anthony 
  Zackary D 
  Szechenyi 
  Blaine Conner 
  Wes Decker 
  Travis Prosser 
  Ryan Ely 
  The Palm of Vecna 
  Patrick van der 
  Linde 
  Patrick Jackson 
   
  License 
  This material is being released under the Open Gaming License. 
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.  
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  Permission granted to print or photocopy this document for personal use only. System Reference Document 5.0 2  
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.  
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.  
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Expansion Pack Copyright 2017, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell
  END OF LICENSE 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Expansions for Mage Hand Press Classes.pdf