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Domestic

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100% found this document useful (1 vote)
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Domestic

Uploaded by

Roberto
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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SDENITe CREDITS Project LEAD: LYDIA VAN Hoy ‘WRITERS: CIARRA PARRY, KAYLA BAYENS, LYDIA VAN Hoy, Sapz Lowry Errors: Sapie Lowry, Lypia VAN Hoy Sensitivity READER: E.R. E JORDAN ART CREDITS Adela Quiles, character art for Euclid Moen, Visza Sadie Lowry, character art for Adan-Kai, Disra Serene rescScan ami aetl ise ee at rete Courtney Hilbig, character art for Maeve Beren. ee eee atts hid i ‘Vera Nattler (in memoriam of Darkzel), pg. 4 Cinna BOSS ETS pee tA aris tcaeevell Goes wi Some artwork provided by Wizards of the Coast for Racers CREATOR Bios Lydia Van Hoy is a full-time TTRPG creative, with a focus primarily on DMsGuild supplements. With several best-sellers under their belt, they hope to continue creating content that encourages meaningful roleplay and creative gameplay experiences. Outside of their work as a creator, they are a stay-at-home parent who works to encourage a love of magic and adventure, You can find them on twitter @lydiavanhoy1, or at motherofgoblins.carrd.co/ Ciarra Parry is a victim advocate, writer, and financial counselor. Ciarra works full time as a case manager for victims of sexual assault and domestic violence where she also teaches a financial literacy class. Her passions are spreading tools for healthy relationships, advocating for financial literacy, painting miniatures of all kinds, and playing D&D. ‘This is her first foray into writing for D&D and she could not be more excited to work on this project. You can find her on Twitter @CiarraParry and on her Instagram ciarrapaints. Sadie L. is a writer, editor, and artist. When she isn't working full time at a book publisher, you can find her playing D&D, trying new recipes, or traveling with her husband and best friends. She is a big believer in bringing heart to D&D through stories of heroics, healing, community, and family, Her work includes two best-selling Eberron adventures, A Darkness from the Stars and The Deathless Skies of Cyre, as well as contributions to Wisdom Under Fire, Encounters in the Savage Underdark, and a couple upcoming anthologies. You can find her on ‘Twitter @incandescaent and her profile at sadielowry.carrd.co/ Kayla Bayens is a writer, designer and editor by night. By day she takes on the mantle of running Ops for a software company. These two seemingly conflicting personas melding together to make one awesome humanoid that you can follow on Twitter via @JustThinkingKay. Should you be in need of more TIRPG goodies you should check out their (mostly) weekly blog, DM Dalliance, as they pour out 15 years worth of DM thoughts and rule sets. Or perhaps pick up other projects she's been apart, of on DMs Guild including Adventure Sidekicks: Ghosts of Saltmarsh, Wisdom and Warning: The Demon Wastes, Cursed Classes and their Dalliance’s Monster Compendium Series. INTRODUCTION t the very beginning of character creation, one of the very first questions asked is, “Who is this character? Where do they come from?” That fundamental, important question leads us straight to the heart of The Adventurer’s Domestic Handbook: family. Most every character has a family, whether biological or chosen. Those families often fade into the background during a campaign, but that doesn't have to be the case, There's no rule stating that adventurers lose all family ties when taking off on an adventure! And the question doesn't stop there —it isn't just a matter of who your character has been, it’s also about who they're becoming. Chosen family, forged in the fire and trials of adventure, is often just as important, if not more. As a cooperative, communal experience, tabletop games, provide rich settings in which to build up old families, create new ones, and fight for bonds that will last lifetimes. The Adventurer's Domestic Handbook raises families up to join the stories of heroes, enemies, allies, traitors, monsters, and men—in it, you will find guidelines for tasks as simple as running a business and as thrilling as apprenticing your own. family. You will find a number of protective, heart. filled subclasses, an array of magic items to make a wandering domestic life easier, and a dossier of rich NPCs to fill your world with, all of whom can become your love and your family. From homesteading to business owning to family to to sweeping romance, this supplement aims to bring a dash of heart back into the game—to provide a little something for everyone. Family life isn't for everyone, and the family your character has may be toxic or simply out of the picture for one reason or another. If this is the case, there is still plenty of material here for them, to benefit from! Maybe they want to dabble in real estate, fund an orphanage, or start up a traveling business so that the party never runs out of funds —these are all possible with the content provided in this book. oS SERRE aoe BOUNDARIES AND CONSENT Ideally, every campaign should start with a session zero in which the players and DM communicate what they expect out of a game and what boundaries they have. If your game didn't start with one of these conversations, there is never a wrong, time to have one—especially if you are considering implementing romance and other themes involving, a character's family. Romantic relationships, whether between player characters or with NPCs, can easily become awkward for the entire table. The key to properly handling and preventing this awkwardness is communication, Before including romantic relationships, ask what your table is comfortable with and how they would prefer for things to be handled. For example, a player may have a hard line against abusive relationships being portrayed or may wish to participate in one to work through real life trauma, You never fully know what your table's, boundaries are until you discuss them, Some players may not be comfortable including romance in their games and may prefer to have things happen entirely “behind the curtain.” If this, is the case, relationship building can take place much like other downtime activities; the interactions would be discussed by the player (or players) and DM, with the DM calling for any necessary rolls and presenting an outcome. Other groups may prefer to roleplay interactions when possible or for these relationships to develop organically during gameplay. In this case, the DM should work to ensure that relationships don't take time away from other players. If the relationship is between two or more player characters, the table should discuss how much time is appropriate to spend on the relationship and when it’s time to “get, back to the game.” If the relationship is between a player character and an NPC, it can be easier to control the amount of time spent on interactions, but you may still want to consult your other players. some people love watching a relationship bloom, while others may just want to go clear that dungeon they heard about last session. Identifying these boundaries, desires, and expectations beforehand can ensure a smooth table experience for everyone involved. A NOTE FROM THE TEAM For all our caution, romance and familial relationships are an aspect enjoyed by a growing population of players, and for good reason. They can be emotionally cathartic, a breath of fresh air in a story of turmoil, or a route to peace, healing, and growth. If your loneliest player's character finds a family through the course of a year’s campaign—through every boss battle, every mishap, every triumph, every mistake—then you have almost assuredly improved the life of that player both at and away from the table, and your group may feel much closer by the end. This is the beauty of this medium. Tabletop games are a unique way to explore things that are deeply affecting, and when the group sits down at the table each session, they are offering time, investment, emotional weight, and trust. The Adventurer’s Domestic Handbook is your opportunity to reward that—to reward them for what they bring to the table each and every time you meet up. You are building them a journey. Building them a business. Building them a home. Building them a life. Building them a family, Good luck. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries, ‘This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild, All other original material in this work is copyright 2020 by Lydia Van Hoy, Sadie Lowry, Kayla Bayens, and Ciarra Parry, and published under the Community Content Agreement for Dungeon Masters Guild, TABLE OF CONTENTS Cleric Harmony Domain 39. Credits 2 Druid Circle of the Flora 40 Introduction 3 Chivalrous Knight Fighter 41 Romantic Relationships 7 Monk Way of the Devoted 42 Handling Romance in a Mature Paladin Oath of Forged Way 7 Bonds 43 Pe nicieymeomencetend Landstrider Ranger 44 Seduction 7 Smuggler Rogue 45 Marriage 9 Protected Soul Sorcerer 46 Marriage Ceremonies 9 Warlock Lady Luck Patron 47 Diveree’ 9 Warlock Mother Patron 48 Family Relationships 11 ___ Wizard School of Supporting Your Family 11 Concurrence 49 While Adventuring 11 Backgrounds 50 Bringing Them With You 12 Devoted Parent 50 Having Children 12 Farmer 51 Pregnancy 2 Homebringer 52 Child Rearing uM Independent Business Apprenticing 17 Owner 583 Owning a Business 21 Landowner 54 Business Locations 21 Runaway Betrothed 55 Running a Traveling Business 22 Feats 56 Upkeep 23 Improved Ceremony 56 Supplies 23 Dual Casters 56 Staff 23 Long Distance Lovers 56 Signage 24 Pocket Healer 56 Joining a Guild 24 Ferocious Protector 87 Examples 26 Arcane Guardian 87 Buying Land and Establishing a NPCS 58 Home ‘29 Romanceable NPCs 58 Buying in the City 29 Adan-Kai (Archeologist) 58 Pei ne entry 29 ‘Amari (Hopeless Romantic) 61 emnrarnirie wrote an 30 Bastian Fiest (Charming eee eerie 31 Fighter) 63 Building 31 Disra Serlovyn (Freedom Upgrading 32. Fighter) 65 Atmosphere 32 Espial (Vengeful Staff 33. Researcher) a Renting 33 Euclid Moen (Magic Baker) 71 Being a Landlord 33 Fletcher Fenrithes (Nervous Being a Tenant 35 Stablehand) 73 Character Options 36 Glare Skrom (Gruff but Subclasses Somsmas| 76 Architect Artificer 36 Harding Smith (Shy Barbarian Path of the Erez ania) 7B Protector 37 Irhana Shevere (Melancholic Bardic College of Botany 38 Mage) 80 Bardic College of Wali Eldime (Passionate 38 Cleric) Ba Leadership Maeve Beren (Determined Artificer) 85 Menne Glaz (Personal Guard) 88 Neri (Chatty Florist) 91 Niki Elanamune (Hearth & Home) 95 Nym Quinnelis (Compassionate Herbalist) 97 Roxhalia Wallis (Flirty Barmaid) 99 Rossica Faytrix (Deft Knife) 101 ‘Selma Wilde (Roaming Paladin) 104 Serek Agas (Grounded Grower) 106 Sue Leoxys (Gambler) 108 Tamsin Zylora (Affectionate Tinker) 110 Visza the Small (Chieftess) 113 Yasral Lume (Distant Guildmaster) 116 Employees 119 Bostwick Goodwort (Salesman) 19 Celwyn Quinnett (Potion Maker) 121 Cinder Islet (Shop Assistant) 123 Euclid Moen (Magic Baker) 125 Kian Frostlin (Armorer/ Smith) 127 Appendix A: Marriage Ceremonies 129 Appendix B: Magic Items = 137 Vehicles 140 Appendix C: Stat Blocks 43 ROMANTIC RELATIONSHIPS omanceable NPCs have existed in video games for a long time, so it’s no surprise that many players want to incorporate romance into their games. Not only can it facilitate character development and growth, it can be sweet, emotionally fulfilling, and can even be used to progress your story. The difference between romanceable NPCs in video games and romance into your D&D game is that video games are based on simple equations and code: make the right choices at the right time to get the desired outcome. In some games, this can even be as simple as buying the right gifts and watching their “affection” meter tick upward. Relationships at your table should be allowed to grow organically, just like relationships in real life. Roleplay is your most important tool when building character relationships. While it can be tempting to fall into the idea of a “romance meter,” solely relying on dice rolls and secret requirements, we recommend against it. ‘Though our romanceable relationship milestones, these are only suggestions and should be treated as such—romanceable NPCs should be fleshed-out characters, with enough of a personality that relationships can form organically. A shallow, transactional romance will never impact your story in the same way that a meaningful roleplay situation can. HANDLING ROMANCE IN A MATURE WAY Ifyou introduce romance into your game without prior conversations about expectations and boundaries, it can easily devolve into jokes and crude references. It may be annoying to some tables and totally normal at others; this is why it’s, important to talk to your table about your intentions beforchand! Some groups may love IPCs have ideas for romance and wish to explore slow, meaningful development, Others may lack the maturity needed for everyone to enjoy roleplaying romantic relationships, and others still may simply be using humor as a way to cope with feeling awkward or uncomfortable. If you expect a level of maturity around relationships at your table, make that known. If, you're okay with the occasional joke, make sure to set boundaries so players know not to take it too far. Itis ultimately up to the DM to ensure their players are capable of handling the subjects at hand with the appropriate level of maturity, and to not allow them to detract from the flow of the adventure or to make other players uncomfortable ROLEPLAYING ROMANCE AND SEDUCTION Portraying love and romance can be a fantastic roleplay opportunity, provided that all involved are comfortable with it. Player characters that form relationships can shine here, as it gives them an opportunity to display character growth and flesh out their personalities. NPCs that may otherwise be two-dimensional or have little to no impact can blossom into a full-fledged romantic partner, making them an integral part of your game. When discussing the roleplaying of romance and seduction, we should refer back to the idea of things happening “behind the curtain.” For most tables, intimate activity will always be a “behind the curtain” situation, but you shouldn't consider this the only way to use it. Dates and other activities can happen “behind the curtain” as well, saving players time and avoiding potential awkwardness. All that is required for this is that the player (or players) and DM have a basic understanding of what's happened. For situations like dates, you may want to write a short blurb or character journal that details the happenings and your character's 7 Vv feelings-this can be helpful if other players wish to follow the relationship, or even just for keeping track of the relationship as it grows. Where there are romantic relationships, there is also room for seduction. Seduction is probably present in more games than romance, if the “bard, seducing bad guy” trope is to be believed. Players may wish to seduce their way out of a bad situation, into a good time, or simply to get ahead: they are not the only ones who can do this. Your NPCs can use seduction in their favor as well. Since seduction is typically less complicated than relationships, you may choose to handle this with simple dice roles when players attempt to seduce NPCs. In this case, only call for a roll when there is. a chance of success. If the player character doesn't align with the NPCs preferences, or the situation is not conducive to seduction, it is okay to let them fail. Not everyone is comfortable with this approach. Ifa player expresses discomfort with seduction, it is not appropriate for NPCs to continue to do so. Relationships can be a means for advancing plot, rounding out a character, making an NPC memorable, or simply enjoying a sweet story. It is up to you and your players how much roleplay and, description is appropriate at your table. By letting your characters form these relationships, a DM gains a wealth of plot devices, hooks, and motivations which can fuel their adventure. It is important to remember to keep your characters somewhat distanced from yourself when roleplaying romantic relationships. It is all too easy to get engrossed in your character, but take a step back to avoid making things awkward for yourself or others. It can also help when deciding "what your character would do,” as it allows you to try to think with their heart instead. of your own. Sa MARRIAGE Alter courting each other for some time in a romantic relationship may wish to get married for many, this is their character's happiest moment, and a lot of fun things can happen surrounding a joyous union. Whether the wedding is a plot device or a brief respite from the end of the world, it can be memorable and enjoyable. Players who prefer less sap and more thrill might love an assassination during the vows, a returned scorned lover, or an. intrusion from a loathed villain. Others who love characters taking some time for sweetness might enjoy a tender wedding. a surprise gift, and a celebration of past memories. Read the table—you may even find that some players wish for the wedding to also happen “behind the curtain,” and for saving the world to resume as normal as quickly as possible. Whatever your players love, let this be their moment: they have wined for it, dined for it, roleplayed for it. ‘There are many other fun ways to add some tension without disrupting the wedding itself—the date may need to get pushed off for some devastating event, or perhaps a treasured guest is, kidnapped days before the ceremony. Past suitors may try to beg the character to call off the wedding, Quests to forge rings, to find an officiant, or to complete a ritual can make for a fun, short romp, Be sure to involve the rest of the party in any build- up and shenanigans involved. ‘Once the characters are married, exploring the ‘ways that influences them can be a rich, rewarding, experience. How does their bond influence the way they fight or protect? While we offer ideas, feats, and full subclasses based around these ideas, there are so many ways in which that can manifest, and ‘we encourage exploration. On a roleplay level, how. does this status affect the characters? Did either of them take an important name that now comes with enemies and expectations? Will villains now use their new marriage against them? Will they meet new family members who become new allies? What reputation does this new house name have, and what legacy will they leave behind? Name, union, legacy, and love are very strong themes—in the hands of a capable, thoughtful DM and invested . he. ie. apemcgngn Soe players, these stories can be ones that are remembered for a lifetime. MARRIAGE CEREMONE If your table is roleplay-heavy and all in for an in- character wedding, then use this mythic fantasy setting to set up a truly unique wedding. In Appendix A, you will find twenty marriage ceremony ideas—ranging in size, mood, and traditionality—to incorporate into your game or to use as inspiration, Divorce In the rare event that an in-character divorce happens at the table, it is perfectly reasonable to retract the mechanical boons granted by the previous relationship. Our only word of caution is to keep any tension strictly between the characters—if any feelings are bleeding over and disrupting the table's harmony, feel free to keep the divorce’s effects strictly mechanical and to point the “camera” back toward the plot for a while. Keep checking in —when relationships are involved, we will always recommend checking in, keeping lines of communication open, and maintaining comfort for everyone. FAMILY RELATIONSHIPS nlike the growing trend of romanceable NPCs, familial NPCs tend to take a backseat in most modern media, When present—and family is often not—they are threatened, used as leverage, coaxed to join the evil side, or Killed. Creating drama through any of these methods is easy, if formulaic; there are enough jokes that circulate about starting ‘a game without a family to indicate that it is a tired trope. Allowing your party to have meaningful interactions with their families will enrich the game ‘experience far more than a repetitive, expected betrayal ‘Much like romance, relationships with family members, both blood and chosen, should be allowed to develop organically. Family members should have goals, desires, motivations, and flaws as much as the players—the conflict that can come from opposing goals, contlicting methods, or disagreements requires more work but yields a more compelling story. It encourages meaningful roleplay in much the same way and creates a stronger family over the course of the campaign. For any relationship, be it romantic, familial, or friends, open communication at the table is vital. Creating compelling conflict and challenges can echo troubles that your players may have at home, While exploring different themes may be cathartic, heavier topics should be introduced with the permission of the player in question. Even. circumstances like adoption and childbirth should be established with foreknowledge from the player ‘Since the DM is not always aware of the familial background of a player, it is always better to ask than to assume. Allowing a PC to have and develop a family can be one of the most rewarding aspects of a game. But exploring close relationships between PCs and NPCs requires trust between the DM and the players, and that trust is developed by clear communication, good experiences, and a willingness to listen, <<<<— —>>>>, The Adventurer’s Domestic Handbook encourages the players to explore the family from which their characters came as well as the family that they create through the adventure with romantic relationships. However, if a player wishes to not engage with one, the other, or both, that wish should be respected, <<<< >>>> SupportinG YOUR FAMILY WHILE ADVENTURING All families need to eat somehow, Whether you're an eldest sibling, a wandering parent, a newlywed embroiled in the plot, or something else that ties you to a family, supporting those left behind can be difficult and takes constant effort. The following sections discuss ways to do so through financial and material support, communication, decisions, and more. Support, The PHB and DMG give guidance on, monthly expenses, but for simplicity's sake we can, boil down the required monthly financial support as follows: Poor 3 gp Modest 15 gp Comfortable 30 gp Wealthy 60 gp Aristocratic 150 gp Fortifying and improving the home will take extra expenses (see Chapter 5), but this table represents, the minimum gold that a character must send. home per month to support their family. While simple courier services are always amenable, consider a magic coin purse (Appendix B) that allows the family to share their income equally. Communication. Letters. Sending Stones. Magic mirrors. A magic mailbox! See Appendix B: Magic Items for many useful ways to keep in contact while traveling. There are many ways a character may check in on their family, and the DM is encouraged to not only allow them to do so, but to initiate communication on occasion and to allow that communication to have narrative importance, Can the character ask for help and receive it? Can the character hear news that they might otherwise have not heard? Can the family's trade be of use in the campaign? And of a more personal nature. Decisions. The family members are not blank slates that wait for the player characters to interact with them. They will have desires, goals, and efforts of their own, and the characters should be allowed to be aware of their goals, be brought in on decisions, and ultimately help the family grow as individuals. For example: *Do young ones in the family want to attend school? Is it a fighting school or a magic school? How can that influence your narrative? *Does the family wish to establish a new business? *Do the family members wish to get married? an the NPCs they are marrying carry any narrative importance? “Does the family wish to help the adventurer somehow? Can one of them become an apprentice? *How does the family feel about current political or worldwide events? Can their viewpoints organically introduce tension or stakes? BRINGING THEM WITH YOU For the roleplay-heavy groups, bringing the family along for the ride is an option—and a fun one! But several factors should be taken into consideration, before that occurs at the table, and once again, open communication is vital ‘The tone of the campaign should be established and met. For high-threat campaigns and daring adventures, carting the family along will place them in danger—it's up to both the DM and the player to communicate expectations at the forefront. Is the campaign focusing on realism? Will the adventurer need to protect their family? Will the family be under threat? Is this expected, encouraged, or discouraged? Establishing expectations and tone at the beginning will save much conflict later on. Since the DM must now incorporate the family into every adventure and the adventurer must now, for high-threat adventures, protect their family, that additional responsibility should be accounted for and agreed to by both parties. If the character wishes to apprentice their family, refer to the Apprenticing system for a way to train their family in basic defenses. If you're a roleplay-loving group and both the DM and the player want this experience, congratulations! The next step is figuring out the mechanics. Are they being carted along in a magical RV? A regular RV? A wagon? How much realism do you want in caring for your family and providing for them while on the road? ‘The previous table of monthly expenses can still apply, though the DM may adjust with discretion. HAVING CHILDREN First and foremost is this: pregnancy and childbirth are topics that should be handled with sensitivity and, once again, consent. Some players may like the chance at unexpected pregnancies, but others may wish to give permission beforehand. Some may wish to roleplay out the realities of it, while others prefer to suspend their disbelief, The Pregnancy and Child-Raising sections of this supplement offer optional guidelines and tips for any players who want a touch of realism. A well- placed time skip, in the right campaign, is also not a bad idea. Talk about it up front—you may find that your player is also perfectly content to save the happy family for after the campaign, when the world is saved and imminent doom is not looming. The Adventurer's Domestic Handbook encourages flexibility, understanding, and graciousness. PREGNANCY Most races in the Player's Handbook (with the exception of dragonborn) reproduce via pregnancy. Ifyour character is interested in bearing offspring, the DM will make a percentile roll using the table below, as your race determines the likelihood you have of conceiving, Dragonborn are included on this, ne table, but will lay an egg instead. If your race is not included on the table, choose the category with races that have life spans most similar to your race. Additional details for egg-laying races are found below. ‘The DM can tell you immediately if you have conceived or can choose to let you discover the pregnancy organically. Please discuss your preferences with your DM to ensure the best, experience for everyone involved. Race Humans, Orcs/Half-ores, Conception Chance Dragonborn, Tieflings 20% chance Half-elves, Halflings 15% chance Dwarves, Elves, Gnomes 5% chance Goblins, Kobolds, and similar races 30% chance Ifa dragonborn (or another egg-laying race) conceives, roll a d12—they will lay an egg after the number of days rolled. ‘MuLripce BirtHs Sometimes a successful conception results in twins, triplets, or beyond! Use the table below to determine the number of children your character will bear, using the same category that you used to determine your character's chance of conceiving. If you succeed, keep rolling until you fail. The number of successes determines the number of additional babies your character will have. Race Humans, Ores/Half-orcs, Multiples Chance Dragonborn, Tieflings 5% chance Half-elves, Halflings 3% chance Dwarves, Elves, Gnomes 1% chance Goblins, Kobolds, and similar races 10% chance PREGNANCY LENGTH Pregnancy comes with advantages and disadvantages that change as the pregnancy progresses. These changes are separated into trimesters. Use the same category you used to determine your character's chance of conceiving to determine how long your trimesters and your pregnancy are, Race Pregnancy Length Humans, Ores/Half-ores, Trimester: 3 months, Dragonborn, Tieflings ‘Total: 9 months ‘Trimester: 4 months, Total: 12 months ‘Trimester: 6 months, Total: 18 months ‘Trimester: 2 months, Total: 6 months Half-elves, Halflings Dwarves, Elves, Gnomes Goblins, Kobolds, and similar races Eggs take only 2 trimesters (6 months) to hatch. Parents must protect their eggs until they hatch, First TRIMESTER TRAITS Little to no visible bump (requires a DC 20 Nature check for others to discover you are pregnant) “Disadvantage on Constitution saving throws “Advantage on Insight checks SecoND TRIMESTER TRAITS “Bump is more noticeable (requires a DC 10 Nature check for others to discover you are pregnant) Disadvantage on Constitution checks “Advantage on Insight and Persuasion checks “Advantage on saving throws for negative effects (diseased, paralyzed, frightened, ete.) ‘THiRp TRIMESTER TRAITS Large and distinct bump (no roll needed unless there is concealment: everyone can tell you are pregnant) lovement speed is halved “Disadvantage on Dexterity saving throws “Disadvantage on melee attacks; no change to ranged or spell attacks “Advantage on Insight, Persuasion, and Perception checks Cumpsiera It takes a successful DC 25 Medicine check to safely deliver a baby, but the DC decreases by 5 every time the person giving birth makes a successful DC 10 Strength check, For every round of checks after the first, the person giving birth takes 1d4 - 1 points of bludgeoning damage. If the pregnant person is alone when childbirth starts, they can deliver the baby themselves with a DC 25 Medicine check, and the DC decreases by 5 every time they succeed on a DC 15 Strength check. ‘They make both of these checks once per round and for every round of childbirth after the first, they take 1d4 - 1 points of bludgeoning damage. CHILD REARING Raising a child is full of unique challenges, especially for an adventurer. These challenges evolve as children grow older and traverse the various stages of their lives: the infant stage, the toddler stage, the child stage, and the teenage stage INFANT Infants require the most care and attention, as they have no way of taking care of their own needs. The length of the baby’s infancy varies from race to rac as shown in the table. Race Infancy Stage Humans, Ores/Half-ores, Dragonborn, Tieflings 1 year Half-elves, Halflings 1.5 years Dwarves, Elves, Gnomes 2 years Goblins, Kobolds, and similar races 1/2 year Every morning, the DM rolls a d4 to determine the baby's mood for the day. These moods determine the baby’s needs for the day and the kinds of things the baby will do. a4 Mood 1 Fussy 2 Content 3 Active 4 Drowsy A fussy baby will need a lot of extra love, which can include more diaper changes, singing or other soothing movements and sounds, swaddling, skin- to-skin contact, using pacifiers, playing. or changing the environment. A content baby does not need much and is uninterested in playing. They are more observant in this mood and are transfixed by the colors and shapes they see. This is the perfect mood for the parents to get important things done or to take a well-deserved nap! ‘An active baby needs a lot of stimulative activities and changes in their environment, While very chattery, they are also get easily frustrated ‘A drowsy baby needs peace and quiet or they become upset. They are not interested in playing and are likely to be frustrated with a person forcing play on them. Drowsy babies sleep for most of the day and cry if woken. Diaper Changing. On average, a baby needs a diaper change 1-3 times a day. A fussy baby needs 3 changes a day, while a content or drowsy one only needs to be changed once in a day. How many changes are needed is up to the DM. A successfull diaper change requires a DC 10 Dexterity saving throw. On a failure, mishaps occur at the DM's discretion. ToppLeR While toddlers still require a lot of care, they are learning native languages, how to do tasks on their own, and how to verbalize. A toddler can learn any languages they are exposed to at least once a day for 6 months. Toddlers no longer need to be fed from the bottle and instead like to feed themselves. Their movement abilities increase as they begin to walk and, unfortunately, run. Toddlers tend to get into mischief and need to be closely watched to protect them from hurting themselves or others. The length of the child's toddler stage varies from race to race, as shown in the table. In addition, children are able to begin gaining apprentice levels once they are a toddler (see chapter 3) Race Humans, Orcs/Half-ores, Toddler Stage Dragonborn, Tieflings 1-4 years Half-elves, Halflings 1.5-5.5 years Dwarves, Elves, Gnomes 2-8 years Goblins, Kobolds, and similar races 1/2-2 years As their emotional development begins in earnest, toddlers’ moods change much mere than. infants’ do. The DM rolls a d4 three times a day to. determine the toddler's changing moods. a4 Mood 1 Happy 2 Defiant 3 Sleepy 4 Sad A happy toddler is curious and playful. They may want to play by themselves or with someone else. They need space to explore, but they also need. to be observed to make sure they are safe. A defiant toddler wants to do everything —except what they are told to do. This toddler tends to react in anger to instructions, attempts to soothe them, or their own limited mobility. This toddler needs empathy and space in order to calm down. ‘Tantrums are common. A sleepy toddler has trouble staying awake and may fall asleep during tasks. They need peace and quiet to rest. This toddler does not react well to being woken, but can be picked up and moved without being woken, A sad toddler does not want to play and needs some extra love (cuddles, comforting toys, being held, and soothing words). They may be able to be distracted by playing, but this might not work. ‘Tantrums and crying are common. Potty Training. Toddlers are at the age where they are progressing out of diapers and learning to take care of themselves. Potty training can be very difficult—until a toddler masters it, there will still be diaper changes. Toddlers generally need to relieve themselves about twice a day. Each time they need to go to the bathroom, a DC 15 Persuasion check is, needed to have them go somewhere other than their diaper. A failed check means that a diaper change is needed, including the applicable Dexterity saving throw. After the first successfull Persuasion check, you have advantage on each successive Persuasion check until you fail. Once six successful checks have been made in a row, the child will be fully potty trained and will no longer need diapers. (CHILD At this stage of childhood, a child can now start training in weapons, magic, farming, or other skills. They are able to speak and understand language, though they will still need to be taught to read and, write, A child at this stage can feed themselves, needs no diaper changes, and is more equipped to manage their own moods. The length of the child stage varies from race to race, as shown in the table Race Child Stage Humans, Ores/Half-orcs, Dragonborn, Tieflings: 4-12 years Half-elves, Halflings 5.5-17 years Dwarves, Elves, Gnomes 8-24 years Goblins, Kobolds, and similar races 2-6 years TEEN At this stage of adolescence, teens transition into adulthood and take on far more responsibility. Teenagers can be defiant and wish to pull away from their parents, With their own rapidly developing skills, teens can take care of most of their own, needs and only rely on parents for help in financial matters or advice. The length of the teenage stage varies from race to race, as shown in the table. Race Teen Stage Humans, Ores/Half-ores, Dragonborn, Tieflings 12-18 years Half-elves, Halflings 17-27 years Dwarves, Elves, Gnomes 24-36 years Goblins, Kobolds, and similar races 6-9 years APPRENTICING pprenticing can begin at any age, though there are added benefits to getting an early start, With this system, characters can take on family members or NPC followers and train them in skills necessary for adventuring. For every full level (level up to level up) the character spends training an apprentice, the apprentice can gain either half of an apprentice level or a full apprentice level, at the DMs discretion. Upon leveling up, a character can also choose to begin training a new apprentice. Each character can only have one apprentice at a time. If, a character chooses a new apprentice before their previous apprentice has gained a level, the previous apprentice loses no experience and can complete their training with another character All apprentices begin at level 0. The benefits gained when an apprentice levels up depend on their age and apprentice level. Additionally, skills learned at younger ages can affect the benefits gained as an apprentice gets older. All apprentices have d6s for their hit die, and gain hit points equal to 1d6 + their Constitution modifier when they gain an apprentice level. Gaining Class Levels. Upon reaching certain apprentice levels, an apprentice has the opportunity to gain class levels in any class of which the training character has at least 3rd level. Apprentices, cannot gain class levels outside of the apprentice leveling system until they reach 10th level apprentice. Upon reaching 10th level, the apprentice cannot gain apprentice levels and must gain class levels normally. TODDLERS (1-4 human years, or equivalent) While toddlers are not capable of gaining major abilities through training, they excel at learning languages and new skills. Whenever a toddler would gain an apprentice level, they can learn one of the following proficiencies, depending on the training <<<<— —>>>>, When determining how much of a level to award an apprentice upon leveling up, the DM should consider how much time was actually spent training that apprentice. A character who slacks on their training will have an apprentice that levels much slower than someone dedicated to training their apprentice. <<<< received: >>>> “Any one language that the training character is fluent in, with the exception of Thieves’ Cant. “Any one skill that the training character is proficient in, with the exception of Arcana, History, Intimidation, and Religion. A toddler can only learn a total of 3 proficiencies this way. Additionally, a toddler is always considered, a level 0 apprentice CHILDREN (5-11 human years, o equivalent) Children are capable of developing more useful skills than toddlers, and can improve on any skills they might have learned when they were younger Whenever a child would gain an apprentice level, they can gain one of the following benefits. depending on the training received 1st Level and Up. +Proficiency with any one language that the training character is fluent in. (Maximum of 2) Proficiency with any one skill that the training character is proficient in. (Maximum of 2) ‘Proficiency with light armor. +Proficiency with any one simple weapon. (Maximum of 1) 2nd Level and Up. *Expertise with any one skill earned as a toddler. This option can only be chosen once when training a child. *Proficiency with medium armor or shields 3rd Level. “Proficiency with thieves’ tools, cook’s utensils, painter's supplies, or any one musical instrument, *Any one cantrip that the training character knows, provided it is not a Warlock cantrip. Cantrips learned this way can only be cast once per long rest. If necessary, the spellcasting ability is the same as that of the training character. “Proficiency in any one saving throw that the training character is proficient in. Children can only advance to 3rd-evel apprentice, When gaining a level, the benefit gained can be of any tier equal to or lower than their apprentice level. TEENAGERS (12-16 human years, or equivalent) ‘Teenagers are capable of learning almost any skill that their mentor wishes to teach them, though they may not have the patience needed to learn more complex abilities Whenever a teenager would gain an apprentice level, they can gain one of the following benefits depending on the training received: Ast Level and Up. *Proficiency with any one language that the training character is fluent in. (Maximum of 1) +Proficiency with any one skill that the training character is proficient in, (Maximum of 2) *Proficiency with light or medium armor, or shields “Proficiency with any one simple or martial ‘weapon. (Maximum of 2) 2nd Level and Up. “Expertise with any one skill learned at a younger age. This option can only be chosen once when training a teen. “Proficiency with heavy armor. “Proficiency with thieves’ tools, any one set of artisan’s tools, any one gaming set, or any one musical instrument, (Maximum of 3) 3rd Level and Up. *Any one cantrip that the training character knows, provided it is not a Warlock cantrip. Cantrips learned this way can only be cast once per long rest. If necessary, the spellcasting ability is the same as that of the training character. (Maximum of 2) “Ability to cast any one cantrip learned at a younger age at will. Proficiency in any one saving throw that the training character is proficient in. (Maximum of 1) 4th Level and Up. “Expertise with any previously learned tool set, including thieves’ tools, any one gaming set, or any one musical instrument. (Maximum of 1) “Proficiency with land or water vehicles. (Maximum of 1) 5th Level. “One Ist level feature from any class in which the training character has at least 3 levels, After gaining this benefit, the apprentice is considered a level 5 apprentice/level 1 X, where x is the class from which they gained features. If the chosen class is cleric, the apprentice must be a cleric of the same god, but can represent a different domain. Teenagers can only advance to Sth-level apprentice, When gaining a level, the benefit gained can be of any tier equal to or lower than their apprentice level ADULTS (17-65 human years, or equivatent) Adults have the widest variety of skills that they are able to learn, but may not be able to learn things as quickly as a younger apprentice. Things like languages are best learned while the brain is still developing, and get harder as one ages. Whenever an adult would gain an apprentice level, they can gain one of the following benefits depending on the training received: Ist Level and Up. Proficiency with light or medium armor, or shields. +Proficiency with any one simple or martial weapon “Proficiency with thieves’ tools, any one set of artisan’s tools, any one gaming set, or any one musical instrument. (Maximum of 3) Ne 2nd Level and Up. “Proficiency with any one skill that the training character is proficient in. (Maximum of 2) “Expertise with any one skill learned at a younger age. This option can only be chosen once when training an adult. “Proficiency with any one language that the training character is fluent in. (Maximum of 2) “Proficiency with heavy armor. Srd Level and Up. *Any one cantrip that the training character knows, provided it is not a Warlock cantrip. If necessary, the spellcasting ability is the same as that of the training character, (Maximum of 2) “Ability to cast any one cantrip learned at a younger age at will. “Proficiency in any one saving throw that the training character is proficient in. (Maximum of 1) “Expertise with any previously learned tool set, including thieves’ tools, any one gaming set, or any ‘one musical instrument, (Maximum of 1) “Proficiency with land or water vehicles. 4th Level and Up. “Expertise with any previously learned skill (Maximum of 2) *One Ist level feature of any class in which the training character has at least 3 levels. After gaining this benefit, the apprentice is considered a level X apprentice/level 1 Y, where y is the class from which they gained features. If the chosen class is, cleric, the apprentice must be a cleric of the same god, but can represent a different domain, 5th Level and Up. “+1 to any one ability score. (Can only be chosen once at this level.) 6th Level and Up. *One 2nd level feature of any class in which the training character has at least 3 levels, and of which the apprentice has already taken a Ist level feature. After gaining this benefit, the apprentice is considered a level X apprentice/level 2 Y, where y is the class from which they gained features. 7th Level and Up. «If the apprentice does not have the spellcasting feat: Any one 1st level spell that the training character knows, provided it is not a warlock spell. If necessary, the spellcasting ability is the same as that of the training character. Spells learned. this way can be cast once per long rest. (Maximum, of 2) “If the apprentice has the spelicasting feat: The apprentice can learn and prepare any one 1st level spell that the training character knows, provided it is not a warlock spell. This spell does not count against their known spells, and counts as a spell of, the class for which they have spell slots if it is not already. (Maximum of 2) 8th Level and Up. “One 3rd level feature of any class in which the training character has at least 5 levels, and of which the apprentice has already taken Ist and 2nd level, features. After gaining this benefit, the apprentice is considered a level X apprentice/level 3 Y, where y is the class from which they gained features. If they would choose a subclass at this level they do not have to take the same subclass as the training character, provided you have an RP reason for the difference and the skills learned. ‘9th Level and Up. “Proficiency with all simple, martial, or improvised weapons. This benefit can be chosen multiple times if you wish to gain a combination of the three. “42 to any one ability score, or +1 to any two ability scores, (Can only be chosen once.) “Any one feat, (Maximum of 1) ELDERS (65+ human years, or equivalent) Most elders will have access to the same apprentice level progression as an adult. At the DM's discretion, an elder who already has class levels before apprenticing can gain higher class levels than what the guide allows. Additionally, some elders may be too stuck in their ways and unable to learn new languages, skills, or other proficiencies. AFTER THE APPRENTICESHIP If you wish to continue playing or leveling an apprentice character after they've reached apprentice level 10, there are multiple ways to do so. You can convert them into a standard character of the appropriate level, following normal character creation rules. Alternatively, you can have them simply begin gaining class levels as normal, keeping only the proficiencies, saving throws, and early _ features that they learned through apprenticing. 1.9 OWNING A BUSINESS his section is for players who want to start their own business. Perhaps your 4 character wants to cut out the middleman in selling the spoils of their adventures, or perhaps they want to carry on the tradition of entrepreneurship in their family. Whatever the reason, this section is sure to lead you on the path of success! BUSINESS LOCATIONS Your business can be located in several places and all have different effects on how your business functions. This section includes how much it costs, to rent or buy in your preferred location. The more you spend, the nicer your property will be spending the lowest amount to rent or buy might, eave you with an eyesore of a building. On the other hand, if you spend the highest amount, your shop can be the heart of a district and the place people want to be. You can always make upgrades to your location by spending more gold on your store after the initial purchase, but be warned! Having the most expensive property, especially in a poor area or a crime-ridden city, can make your business the target of vandalizers, bandits, or other unsavory parties. This makes your property harder to sell and you can never sell your shop for more than 20% on top of the next most expensive property in the area. In a wealthy or aristocratic area, this risk is largely reduced and you can upgrade as much as you like and still get a fair price for your property. Your store can never sell for 20% more of the highest initial amount you could have spent to buy the property. Crry If your business is in a city and has a storefront, you can buy or rent your space. The table below shows how much it costs to buy or rent a storefront in different areas of the city. If you are planning to live above your storefront, increase your rent by 30% or the price to buy by 60%. Area of City Rent/Month Purchase Cost Poor 1-3 gp 18-36 gp Modest 5-10 gp 90-120 gp Comfortable 21-30 gp 180-300 gp Wealthy 52-70 gp 360-400 gp Aristocratic 70-90 gp 500-600 gp The location of your business also has an effect on how many customers your shop will have in a day and how much they will purchase. The following table shows how many customers will visit your store in each area of the city. Also included is a guideline for how much each customer is likely to spend. Spent per Area of City Customers/Day _ Customer Poor 1d12+1 1d4 sp Modest 1d8 +1 1d6 sp Comfortable 1d6 +1 1d4 gp Wealthy 1d4+1 1d6 gp Aristocratic 1d4 1d8 +1 gp If your DM would rather calculate earnings per week or month, here is an additional chart to make that easier, They may roll from the chart or simply take the averages. Just make sure to add any bonuses that your employees might give to either the amount of customers you have or how much they spend! Area of City Avg. Revenue per Week/Month 20 (2420 - 1) sp / 80 (8d20 - 4) Poor sp Modest 21 (2420) sp / 84 (8d20) sp 20 (2420 - 1) gp / 80 (8d20 - 4) Comfortable gp 27 (2420 + 6) gp / 108 (8420 + Wealthy 24) gp 40 (3420 + 9) gp / 162 (12420 + Aristocratic 36) gp 21 V VILLAGE If your business is in a village and has a storefront, you must buy your space. The table below shows how much it costs to buy a storefront in different areas of the village. If you are living above your store, increase the price by 50%. Area of Village Purchase Cost Poor 15-30 gp Modest 80-115 gp Comfortable 170-270 gp ‘The location of your business also has an effect on how many customers your shop will have in a day and how much they will purchase. The following table shows how many customers will visit your store in each area of the village. Also included is a guideline for how much each customer is likely to spend. Spent per Area of Village Customers/Day Customer Poor 1d10+1 1d4 sp Modest 1d6+1 1d6 sp Comfortable 1d4 +1 1d4 gp Included below is a chart to calculate the number of customers and the total amount they spend by week or month, Area of Village Avg. Revenue per Week/Month 20 (2420 - 1) sp / 80 (8420 - 4) Poor sp Modest 21 (2420) sp / 84 (8d20) sp 20 (2420 - 1) gp / 80 (8420 - 4) Comfortable gp TRAVELING BUSINESS If your business is a market stall or traveling business that is temporarily using a market space, ‘you still have to pay for the space in the market. ‘This fee is usually paid to the city, but might also be paid to a private marketplace owner. The following. table shows how much a market space costs in a city or village Location Cost/Day Cost /Week City 2p 12 gp Village 1 gp 6 gp Markets are held in the center or the edge of the city and are visited by customers from all walks of life. The following table shows how many customers of each lifestyle visit the stall and how much they are likely to spend in both the city and the village. For this table, the DM rolls for every lifestyle to determine how many customers visit the market stall per day. (Number of Customers) Spent per Area City Village Customer Poor 1d10-1 148-1 1d4 sp Modest 1d6-1 144-1 16 sp Comfortable 1d6-1 144-1 14 gp Wealthy ida 1d4-2 1d6 gp Aristocratic 1d4-2 1d4-3 1d8+1 gp ‘As your business and assets grow, you may want to move a business from a village to a city or get a storefront in a different area of your city or village. This is easy if you are renting, but if you own your storefront, you will have to sell it before moving, If you have owned your storefront for more than a year, your storefront sells for 20% more than what you bought the property for. If you have owned your storefront for less than a year, your storefront sells for what you bought it for. RUNNING A TRAVELING BUSINESS ‘An adventurer can continue their business or start business while on the road. Your business can be based on material goods or on services, such as, performing magic or enchanting items. If your traveling business is based on goods, you will need a vehicle to carry your goods and a mount to pull it ‘You will also need a bit, bridle, and feed for your mount, Traveling businesses attract less customers than businesses with a storefront or a market stall. For every day your traveling business is open, you will receive 1d6 - 1 customers (week: 2420-1, month: 8420-4). Your DM will determine their lifestyle based on where you are travelling and the types of wares you sell. The amount they spend should be the same as someone of their lifestyle would spend at a city business. Vv ‘You will not have to pay rent or a business fee if you have a traveling business, unless you choose to set up a temporary stall at a market or in a city. If you decide to set up a temporary stall at the market, view the tables above to determine how much your stall space costs and how many customers you attract UPKEEP In order to continue looking and performing at its best, your store will need maintenance, cleaning, and perhaps even some upgrades. This upkeep does not apply to traveling businesses or market stalls, For the best outcomes, your shop should be cleaned every day. Cleaning takes a base of 1 hour, but increases for every other step up in lifestyle. Cleaning a poor and modest shop takes 1 hour, 2 hours for comfortable and wealthy, and 3 hours for a shop in an aristocratic area, Your customers will notice when your shop is dirty and might leave before purchasing anything. Ifyou are renting, your landlord may choose to evict you if you are not cleaning and taking care of the property. The following table shows the likelihood of a customer leaving your shop without making a purchase based on the time between cleanings. Chance of Loosing a Sale Time Since Last Cleaning 1 day 5% 2 days 6% 3 days ™% 1 week 20% 2 weeks 30% 3 weeks 40% 1 month 60% 2 months or more 100% Every month, your shop should undergo routine maintenance. This maintenance includes tasks such as minor repairs to the building and equipment, checking for leaks, checking for drafts, checking the seals on doors, and sprucing up the outside of the shop. If you are renting, you will not have to perform maintenance, as your landlord will come in and do this for you. With every month that goes by without maintenance, your shop will fall further and further into disrepair. If not maintenanced for 6 months, the city or village will shut your shop down. Regaining the shop from the city or village costs as much as you originally paid for your storefront. The following table shows what maintenance your shop will need Maintenance Maintenance Area Time Cost Poor 2 hours 3 sp Modest 3 hours 2 gp Comfortable 3 hours 3 gp Wealthy 4 hours 5 gp Aristocratic 6 hours 8 gp Supplies Unless your business focuses on services, you will need supplies. You can either buy fully completed goods from your suppliers or raw materials to make your own goods. Raw materials cost 20% of the completed item's store value and fully completed goods cost 40% of the item’s store value. You can. attempt a DC 15 Persuasion check to lower the cost of your supplies by 5%. If you fail by 10 or more, the suppliers will demand 5% more. If you choose to make your own goods, the cost is the production time it takes to create them. You can offset this, production time by hiring skilled employees—see Staff for more information. STAFF You can hire staff to take on some of the responsibilities that come with owning a business, Staff can be hired on a temporary or permanent basis to perform tasks like cleaning, basic maintenance, customer service, and more. At the DM's discretion, your more skilled staff members can grant other bonuses to your business, such as, bringing in more customers or increasing how much those customers spend. Your staff's effectiveness and their abilities increase with the employee satisfaction levels. There are 6 levels of employee satisfaction: employees generally begin at level 3. Increasing their happiness or providing them a fulfilling work environment can raise their level, while ignoring their desires, clashing with them, or otherwise creating a poor work environment lowers their level and may cause them to quit. If an employee is temporary, they start at level 2, and they cannot go up in level unless they are hired on a permanent basis. Use the employee NPCs included in this book as examples when making your own employees (see Chapter 7). Employees have different skill sets and vary in the tasks that they can complete. They are paid differently based on their skill levels. Some employees might be able to run the business for a character for an extended time, depending on their skill level and personal interests. These employees will have to have a high employee satisfaction level in order to do this. Use the following table to determine what kind of staff members you need and how much to pay them, Skill Level Duties Pay Cleaning, 1 spa day or Unskilled maintenance, small 5 sp per five- errands day work week Cleaning, maintenance, small 1 gp a day or errands, customer 5 gp per five- Basic service, sales, Can day work, run the business for week a short period of time Cleaning, maintenance, small errands, customer 2 gp a day or service, sales, 10 gp per Skilled creating goods, _ five-day work enchanting objects. week Can run the business for a longer period of time, SIGNAGE Your business will need a sign to attract customers. This is especially useful for traveling businesses where your sign is likely the only thing separating your business from any old wagon. Your signs can ‘be handmade or purchased. The price of your sign can range from 3 sp to 5 gp. The more expensive or unique your sign, the more customers you can attract. Based on how much you pay for your sign and the design you create (or how many puns you use!), your DM can determine if your daily customers will increase and by how much. The following table demonstrates ways to determine bonuses granted by the business’ sign. Sign Type Additional Customers Basic 1d4-2 Fancy 1d6 1 wealthy OR 50% chance of Extravagant 1 aristocratic Clever 1d4 Punderful 1d JOINNG A GUILD Once your business is established, you may want to join a guild. Your character can do so for the benefits of guild membership, or for less obvious reasons. Perhaps you are joining to infiltrate a corrupt guild to destroy it from the inside, or to rise through the ranks of the guild to get more power. Guilds are rare in villages (unless the guild is a loose network spread out over a large area) but thrive in cities with larger populations. It is up to your DM what guilds are available to join and how much power those guilds have in a certain area. The monthly dues to the guild should be reflective of how much power a guild wields. A small guild may have dues of 2 gp a month, while a large guild with a stranglehold on a city may charge 15 gp a month. Guilds offer a sense of community and other benefits to their members. Some of these benefits include disaster relief (in the event a store or other goods are destroyed), access to the guildhall (some guildhalls might have specialized equipment), food and lodging when visiting an area, legal representation or other kinds of political intervention on your behalf, a network of possible allies and staff, and additional training. If there are no guilds in your area, or if you are unsatisfied with the available guilds, it is possible to form your own guild. You must convince at least, two other business owners in your field to become part of a guild with you in order to form a guild. The more members you can add to your guild, the more powerful and influential you become. Your guild might start by meeting in your shop or home and become large enough to purchase land for your own. guildhall. You decide how much your guild’s dues are, but you should keep the guild's money separate from your money. Your guild may turn on you if they know you are using the guild as your own, personal piggy bank. Guild dues should be used for the good of the guild: building or renting a guildhall, bribing politicians to get more business for guild members, and providing the benefits listed above. You are also responsible for deciding how your guild will be governed. Will there be a council, or will the guild be run by one person? Are there going to be elections for leaders or are you the guildmaster? Forming your own guild can become a source of conflict, as rival guilds can be as dangerous to each other as rival gangs and the rulers of your city may not want a guild forming that can threaten their power, Other members of your guild might also be dangerous to you if they seek to uproot you as leader. Whether you join a guild or lead one, take advantage of the resources, network, allies, staff suppliers, and power—all of these can be used to grow your business far beyond its humble beginnings. aN lied WacONE sg pirate Event EXAMPLES Kirin Trellyo is the proud owner of The Lucky Duck Armory. He is the sole blacksmith at his shop, but he has an unskilled employee who helps with cleaning and armor polishing and an apprentice who works for food and board. He buys basic supplies rather than completed goods. The unskilled employee works Friday-Tuesday and the apprentice cleans on Wednesday and Thursday, which are slow days. Kirin lives in a large city and rents the space for The Lucky Duck Armory in a comfortable area. He does not have a sign or employees that boost how many customers he gets or how much they spend. Here is his business ledger for a single month, Income « Rent Bmployee Pay Supplies Revenue : [36 80 gp Ba Total profit | 41 gp 26 Roan Stavros has created a one-stop shop that sells everything a family could need—from food to clothing to cooking equipment—called Gnome Depot. He buys his goods completed, but he has used his natural charm to lower the prices. He owns his shop outright in a modest area of his village. He has one unskilled employee who takes care of cleaning and maintenance and one basic employee who works as a salesman. Roan has a Punderful sign that attracted an additional 6 (148) customers this month, so he has received an extra 25 (6d6) gp this month, His salesman also brought in an extra 3 customers this month, so Roan also received an additional 6 (346) gp. His business ledger for the month is included below. 27, BUYING LAND AND ESTABLISHING A HOME urchasing land is a big choice and requires a large investment. Where the land is located can make a difference in , the cost as well. Country land may be cheaper per square foot, but it needs a lot more work in maintenance; the lower maintenance of a city plot, however, also means paying dues to the local government. ‘When going to buy land you can also try to negotiate for a better price. To do so, choose one CHA based skill to try against the salesman. The skill you choose will help the DM to decide how the demeanor of the seller will shift should you fail the check. Included below are two tables, each with a different method of determining the outcome of the roll. ‘VARIABLE DC (MODERATE) Charisma Check DC = 14 + the NPCs Wisdom modifier Fail/Success _—Price Increase/Decrease -10 +20% 5 +10% ° No change +5 -10% +10 -20% Sraric DC (DirFicutt) Roll Price Increase/Decrease 1-5 Refuse to sell 6-10 +20% 11-15 +10% 16 - 20 No change 21-25 -10% 26 - 30 -20% 30+ Throw in a Staff member BUYING IN THE CITY Parcels of land in a city usually sell for premium prices. On top of the inflated purchase price, those that own land in the city must pay for regular maintenance and the yearly city dues. The yearly city dues typically cost a percentage of the purchase price, or may be based on the current value of the land. Maintenance/ Yearly Structure Cost per sq.ft. Month Dues Empty Lot 2gp.4sp-6gp 2.sp 1% Poor 7gp.2sp-18gp 6 sp 3% Modest 36 gp - 90 gp 3 ep 5% Comfortable 72 gp - 180 gp 6 gp 8% Wealthy 144 gp-360gp 12. gp 10% Aristocratic 360 gp-900 gp 30 gp 12% BUYING IN THE COUNTRY Land in the country needs additional staff and care to cultivate and maintain it, but the initial purchase cost is much cheaper, There is no yearly tax due like in the city, but the owner must prove they have maintained the land or risk repossession. Land Quality/Structure Cost per sq. ft. Empty Lot Isp - 2sp Infertile Soil /Poor 2gp - 6gp Uncultivated/Modest 10gp - 30gp Cultivated /Comfortable 43gp - 126gp Fertile/Wealthy 86gp - 252gp Established /Aristocratic 216gp - 630gp iG YOUR LAND SQUATTERS If left unattended, your land and home are at risk of squatters. These people will set up camp if it's empty land, or make themselves at home if there is. a building, For each day a property is left unattended, there is a 10% likelihood of a squatter settling in, At the DMs discretion a single roll may be made each day to determine if a squatter moves, in, with the likelihood increasing by 1% for each additional day away. Should a squatter move into an unattended space in the city and improve it, there is a chance the city may grant it to them after revoking its title for neglect. If a squatter does take up residence, there is a chance that they could be destructive to the property, as shown on the chart below, 46 ‘Squatter Behavior 1 Extremely destructive to the property 2 Unintended destruction to the property 3-4 No change to the property 5 Unintended improvements to the property 6 Greatly improves the property PREPARING THE LAND When purchasing an empty lot, it is a blank slate that needs extra work in order to begin producing a profit. This comes in many forms, such as labor needed to prepare the land via digging irrigation, tilling the soil, or taking out trunks and roots. Preparing an empty lot takes 1 week per square foot, and costs 1 gp per week. Hiring workers can help to reduce the time needed, as shown below. Cost/ Max Time Worker Week Decrease/Week Day Worker 5 sp 1 day Laborer 1 gp, 5 sp 3 days Skilled Worker 3 gp 6 days CULTIVATING THE LAND To improve the land, you must invest time and money. Each level of land quality type is capable of producing an amount of produce or other appropriate product each month, equal to the sp amount shown on the table below. Only land, without structures counts towards the square footage when determining yield, Land Quality Yield/Sq. Ft. Infertile lgp Uncultivated 5 gp Cultivated 15 gp Fertile 30 gp Established 50 gp Currivarion TIME Quality Cost/ Work Time/ Upgrade Sq. Ft. ‘Sq. Ft. Infertile -> Uncultivated 10 gp 2 weeks Uncultivated -> Cultivated 12 gp 3 weeks Cultivated -> Fertile 20 gp 5 weeks. Fertile -> Established 50 gp 8 weeks UPKEEP ‘To maintain the quality of the land, regular upkeep must be performed, The upkeep needs can be met through paying the cost below for materials to perform maintenance yourself, or by meeting the cost through hiring workers, Land Quality Cost of Upkeep/Sq. Ft. Empty 5sp Infertile Soil 2p Uncultivated 12 gp 5 sp Cultivated 25 gp 5 sp Fertile 43 gp Established 108 gp we Stari ‘As a home grows, as land expands, and as you set out once again to adventure, you may find yourself in need of hired staff. Time still passes while you are away; homes accumulate dust and dirt, lands become overgrown, and things break down from weather and exposure. Land needs to be kept up and watched over, even if for no other reason than to report any repairs needed and ward off squatters. “The staff needed to maintain a home and its land is reflected in what it holds. A farm will need workers. while an empty lot may simply need a guard. How much staff - and what kind - is needed to maintain. the space is up to the DMs discretion, but we suggest the following: Room or Area Suggested Staff Housekeeper or partner. For Bedroom every three bedrooms, one housekeeper is suggested. Housekeeper, gardener, or Greenhouse agriculturalist. Kitchen Cook or partner. Housekeeper, assistant, or Library/Study apprentice. Second Floor Housekeeper or partner. Stables Stablehand ‘Training Area Guard or personal trainer. Workroom Assistant or apprentice. eee PAC CREATING A HOMESTEAD BUILDING Building a basic homestead is fairly easy and can cither be made simple, or have upgrades and their costs included in the final build. Any upgrades will increase the build time, and cost. at each step. When setting out to build a homestead in the country, you simply need to hire skilled workers or take the extra time and chance to do it yourself. However, in the city you must also learn to navigate the authorities and permits that are necessary for every build and change. When you construct a simple homestead, everything is a single room, single-story home. The place is empty of any furniture or accessories and only has a small fireplace. Basic Burtp: CounTRY Task Preparing Landworkers Land Worker(s) . Laborers Masons, Foundation Laborers Framing Flooring Walls Ceiling Doors/ Windows Cosmetics Carpenters Masons, Laborers Carpenters Carpenters Artisans Artisans Work Time Cost/Day 8 days (-1 day/ 2GP (+5 SP/ worker) worker) 12 days 5 GP 10 days (-1 day/ SGP (41 worker) GP/worker) 8 days (-1 day/ 3GP(+1 worker) GP/worker) 8 days (-1 day/ 3GP(41 worker) GP/worker) 10 days (-1 day/ 5 GP(+1 worker) GP/worker) 12 days for crafting, 5 days for 10 GP installation 5 days 10 GP Basic Bump: City Task Workers) Building Requirements Work Time Cost/Day Preparing Land Landworkers, Laborers Minimum of 5 workers 8 days 10 GP Permits City Officials = 14 days 2GP Foundation Masons, Laborers 20 gp fee 12 days 20 GP Framing Carpenters 17 day contract 10 days 20 GP Inspections City Officials - 5 days 2GP Flooring Masons, Laborers 20 gp fee 8 days 15 GP Walls Carpenters Minimum of 5 workers 8 days 15 GP Ceiling Carpenters Minimum of 5 workers 10 days 30 GP 12 days for crafting, 5 Doors/Windows Artisans 100 GP fee days for installation 50 GP City Approval City Officials 8 days 5 GP Cosmetics Artisans 12 day contract 12 days 50 GP It is important to note that a well placed bit of ATMOSPHERE coin, or other means of persuasion, might allow you to get around some of the restrictions placed by guilds and city officials, UPGRADING In order to make your home a better place for a family, you will need to purchase furnishings, upgrades, and expand the place to make it a home. Certain upgrades can be taken multiple times, like in the case of bedrooms, while others only once per building, such as a basement Upgrade Cost Size Attic 2,500 gp 250 sq. ft. Basement 4,500 gp 250 sq. ft. Bathroom 50 gp 50 sq. ft. Bedroom 30 gp 125 sq. ft. Greenhouse 250 gp 500 sq. ft Kitchen 50 gp 150 sq. ft. Library/Study 150 gp. 150 sq. ft. Plumbing 7,500 gp - 1/2 of homes total Second Floor 5,000 gp _ square footage Stables 5,500 gp _1,500 sq. ft. ‘Training Area 150 gp 250 sq. ft. Workroom 150 gp 250 sq. ft. By spending half of a room’s original cost. you can increase the size by half of the base size shown, on the table above. ‘The atmosphere in a room can provide a bonus to characters that spend at least a short rest inside, ‘These bonuses do not stack. To provide the right, atmosphere in a space, a certain activity or action must be performed in the room to trigger it (examples under the atmosphere type). CALMED MinD Action: making and serving tea, meditation, training Effect: advantage on perception rolls for the next 8 hours ENGAGED MIND Action: studying or reading, research, friendly debate Effect: +2 to all Intelligence based skills for the next hour FLEXIBLE MIND Action: practice, study, time in the workshop Effect: the next time that you would roll under a 10 on the d20 for any skill check, you can choose to make the roll a 10 instead. You can use this ability a number of times equal to your Wisdom modifier, for the next 8 hours. Carp For Bopy Action: rest, a good meal, quality time with family Effect: add double your Constitution modifier to any healing that you take in the next 8 hours We Harper Bopy Action: working on land, training, working out, building Effect: add half your Constitution modifier to your, AC(minimum of +1) for the next 8 hours ‘Liber Boby Action: training, hot soak, stretching Effect: advantage on initiative rolls for the next 24 hours NSS et Famity BONUSES ‘Time spent with family can also give bonuses that will help make sure you return home safely. ‘These are ultimately at DMs discretion but may inchide things like advantage on death saving throws, or bonuses to your attack rolls or spell saves. These bonuses last until you finish a long rest, and do stack with bonuses gained from the: Atmosphere feature of the home. <<——_____-3> STAFF ‘To run a household properly while you are away, yu will need to hire and maintain staff. Below you will see a rundown of the basic staff you can hire for your home, what their wages are, any needs they have, and any benefits they bring. Each type of staff has a corresponding stat block that can be found in Appendix C for quick reference. LAND WORKERS Cost: 5 sp / week Skills: Nature, Survival Uses: Working land, cultivating, building Needs: Room and board, meals Includes: Agriculturalists, Field Hands House STAFF Cost: 8 sp / week Skills: Persuasion, Insight Uses: Cleaning, cooking, childcare Needs: Kitchen, meals Includes: Cook, Housekeeper ‘STABLEHANDS Cost: 1 gp / week Skills; Animal Handling, Acrobatics Uses: Breeding, training, breaking Needs: Stable, horses, training space Guarps Cost: 1 gp / week Skills: Animal Handling, Acrobatics Uses: Breeding, training, breaking Needs: Stable, horses, training space Includes: Personal Guard RENTING AVERAGE RENT PER MONTH BY PROPERTY QUALITY Quality Rent/Month Poor 6 sp-1gp5cp Modest 3 gp - Sgp 2sp Sep Comfortable 6 gp - 10gp 5sp Wealthy 12 gp -21 gp Aristocratic 30 gp - 52gp 5sp BEING A LANDLORD (CREATING RENTABLE SPACES ‘To be eligible to rent out space, it must be first certified as liveable and meet the standards of Renter's Rights, This certification lasts a year for new spaces, but each recertification lasts for 5 years. A government official, usually a local clerk or the head of the guard, will come to review the space and determine whether it passes or fails. If the space fails, the landlord has 10 days to correct any violations and apply again for certification, ‘The space for rent can be furnished but doesn't have to be in order to be certified. It does, however, need to be at least large enough for a bed, desk, and a chair if there is a common area that can be shared, If there are no common spaces available, then the space must be large enough to allow for cooking, studying, ete. COLLECTING RENT You can collect rent however you see fit as long, as it has been made clear to the tenant and is in the lease agreement. This can take the form of a dead drop, in-person collection, or a deposit directly to a secure establishment. A ledger of all rent received 33, V must be kept in case of government audits for renter fraud or tenant abuse. If you hire a property manager, you are assumed to have access to all funds-after maintenance and wage costs— five days after rent has been paid. REPAIRS Landlords are in charge of any repairs that may need to be done to their building, as well as regular building maintenance. Depending on the lease agreement, they may also need to repair things inside of the space provided like kitchenry, Please see the chart below for the expected maintenance cost to a tenant building per month. Quality Maintenance/Month Poor 2sp Modest 1gp Comfortable 5gp Wealthy 10 gp Aristocratic 20 gp ‘MANAGING TENANTS, Running a tenant building is owning a business, which is detailed in Chapter 4. This makes it hard to manage while away, especially to the standards required by the lease agreement, the local government, and Renter's Rights. It is suggested for those that travel frequently to hire a property manager to handle the day-to-day operations for them, This person can be a commoner, or from any of the other professions listed in this book, but they will expect to be paid a wage proportional to your profit after maintenance costs. Often, they are ‘willing to take a smaller wage in return for a free stay in one of the nicer rooms. A single property manager can manage up to 10 tenants at a time, though this can be divided into no more than 5 buildings. It is up to the landlord and property manager to issue any eviction notices for late rent in a timely manner, giving at least 8 days notice before. Once an eviction notice has been posted on the tenant's door, a copy also needs to be sent to local officials to, be filed away with the leasing agreement. SS 34 \ COTSWOLD MIL BEING A TENANT Payinc RENT Rent is due on a monthly basis up front, with the day of collection being determined by the landlord, (usually the Ist day of the month). You can pay for rent in advance, and doing so is strongly suggested for those that may be away adventuring for long amounts of time LEASE AGREEMENTS Most agreements follow the same basic structure failure to pay the rent or lapses in payment can result in the landlord issuing an eviction notice. If left unresponded to, the landlord may remove an occupant's items and put them into storage in order to rent to a new tenant. In order to collect their belongings, the previous tenant will need to pay the full amount due. If the occupant never pays, then the landlord may sell their belongings in order to recoup expenses. ‘The agreement is also where the tenant and landlord can negotiate what things each is responsible for. These include but aren't limited to: cleanings, meals, security, or staff. In order to be a legally binding agreement, the final signing must be done in front of a city official or head of the local guard. They must sign as a witness, and a copy must be provided to have on file in case of a legal matter. ‘The leasing agreement does not renew at the end of the terms listed in the agreement unless specifically stated, and an extension request must, be submitted by the landlord. If the agreement does state an auto-renewal is in place, then to break the leasing agreement a ‘Request for Dissolution’ must be submitted by either the tenant or the landlord While neither needs to give more than 10 days notice prior to the date of dissolution, it is considered the polite practice to give at least 30 days notice to the other party. Reasonings for the request are not needed CHARACTER OPTIONS SUBCLASSES ‘This chapter offers 15 new subclasses, with at least one new option for each official class. Each subclass is themed around ideas from earlier chapters: romance, family, homesteading, land owning, or business management ARCHITECT ARTIFICER ‘An Architect specializes in shelter above all, providing protection and safety on the battlefield. ‘This defending power is valued and sought after by allies—while an Architect is hardly the most versatile or explosive artificer around, they could not be more valuable for the dependability and defense they provide to those they care about, Toot ProricieNcy When you adopt this specialization at 3rd level, you gain proficiency with carpenter's tools, If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. ARCHITECT SPELLS Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Architect Spells table. These spells count as artificer spells for you, but they dontt count against the number of artificer spells you prepare. Artificer Level Spells 3rd sanctuary, shield 5th cordon of arrows, spike growth oth Leomund’s tiny hut, wind wall Mordenkainen's private 13th sanctum, wall of fire 17th wall of force, wall of stone Force BARRICADE Beginning at 3rd level, you learn how to create a deployable wall. Using carpenter's tools, you can use your action to deploy a wall of half cover that is, 10 feet long and 2 feet thick, originating at a point you can see within 60 feet. This cover has an AC of 10 + your Intelligence modifier and a number of hit points equalling ten times your Intelligence modifier. It is immune to poison damage, psychic damage, and all conditions. If t is forced to make an ability check or a saving throw, treat all its ability scores as 10 (40). 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 1 hour. You can dismiss it early as an action, Once you create the barricade, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can only have one barricade at a time and can't create one while your barricade is present When you create cover, choose one of the additional effects below: Hospitality. As a bonus action on your turn, you can activate the healing energies within your barricade. When you activate this feature, all friendly creatures behind your cover gain 148 temporary hit points. Reflection. This explosive barrier is built for defense. As a reaction, when your cover or an ally behind your cover would be hit by an attack, you can activate this barricade to deal 2d8 force damage to the attacker, Raptp DepLoyMENT Starting at 5th level, you can now create cover with your bonus action, In addition, you are able to take better aim from behind your cover. Once on each of your turns, when you hit a creature with an attack, you can cause the attack to deal an extra 148 force damage to the target. When you reach 15th level, the extra damage increases to 2d8 Ne EXPLOSIVE BASTION At 9th level, the cover you create for others is PUNISHMENT charged with extra power, It gains the following ‘AL 6th level, you gain advantage on attacks to hit upgrades: enemies that have dealt damage to allies or those ‘The effects of hospitality and reflection covers that you care about strongly. If raging, you deal 1 increase by 148, additional point of damage to these enemies. ‘The bonus from Rapid Deployment now adds your Intelligence modifier to your bonus damage dealt SackiFICE from behind your cover, Starting at 10th level, when an ally within 5 feet is about to take damage from a melee attack, you can FORTIFIED BARRICADE use your reaction to deflect the hit. Make an attack At 15th level, you are masterful at keeping others paileeine ieee wate et eeeen a safe. The cover you can build gains the following attack deals no damage. On a failure, the attack upgrades: deals half damage to you. On a critical success, the Your cover gains an additional +2 to its Armor enemy's weapon shatters. If raging, you deal your Class. rage damage bonus on a successful deflection. Your cover is now considered three-quarters caver. INDOMITABLE CHAMPION At 14th level, when an ally is reduced to a quarter or less of their hit points by an enemy, you can use your reaction to charge up to 120 feet to a space within 5 feet of them, You can then make an attack roll. Ifraging, you deal twice your rage damage bonus. If you move more than 60 feet, you suffer one level of exhaustion at the start of your next turn, BARBARIAN PATH OF THE PROTECTOR ‘The Path of the Protector consists of those barbarians who use their strength for the benefit of those they love. They will stop at nothing and throw themselves in harm's way to ensure the safety of those they vow to protect. Any MEANS Protectors will use anything at their disposal to protect a loved one, even those they believe are unnatural. When you choose this path at 3rd level, you gain the ability to cast the warding bond and mage armor spells a combined total of of times ‘equal to 1 + your Constitution modifier, eschewing all components. You regain all expended uses after finishing a long rest. a Barbic COLLEGE OF BOTANY The bards that choose to follow the ways of the College of Botany come from many different walks of life, Gardeners that talk to their plants, rugged folk who harmonize with the sounds of the forest, crafters who turn organic goods into works of art —all can be found among students of this school. BONUS CANTRIP AND PROFICIENCIES When you join the College of Botany at 3rd level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency with medium armor and the nature skill, if you do not already have it GREEN THUMB At 3rd level, you gain a new way to use your bardic inspiration. As a bonus action, you can expend one of your uses of Bardic Inspiration to cause vines to surround yourself or any one creature that you can, see within 30 feet of you. When you do so, choose one of the following effects: “The vines knit themselves together in a way that resembles armor. For the next minute, the target's AC can't be lower than 10 + your spell attack modifier. “The target must make a Strength saving throw against your spell save DC. On a failed save, the target is restrained by the vines for 1 minute. At the end of each of its turns, the target can make another Strength saving throw, ending the effects ‘These effects end early if you are knocked unconscious. PLANT WHISPERER At 6th level, you can better understand how to to improve your plants and manipulate the land around you, You learn the speak with plants spell, ifyou don't already know it, and can cast it up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest. Additionally, you can no longer become lost in forests and ignore all naturally created difficult terrain within them. SONG OF THE SEASONS Starting at 14th level, you can channel the energy of the different seasons to provide bonuses to your allies. As a bonus action, you can expend one use of your Bardic Inspiration to grant an ally within ange one of the following bonuses for the next 10 minutes. A creature can only benefit from one effect ata time Season Effect Advantage on saving throws Autumn, against being charmed Winter Resistance to cold damage Advantage on saving throws Spring against illusions Summer Resistance to fire damage Barbic COLLEGE OF LEADE Bards of the College of Leadership are natural born, leaders who thrive in taking charge. These bards are often found giving rousing speeches whenever the mood strikes—whether they're inspiring troops or motivating their family to get out of bed in the morning. While they might seem like mere cheerleaders to an observer, a well-trained leader can make their followers nearly invincible, BONUS PROFICIENCIES When you join the College of Leadership at 3rd level, you gain proficiency with medium armor, martial weapons, and one Charisma skill of your choice. MOTIVATIONAL SPEAKER Also at 3rd level, you can motivate your companions and strengthen their resolve. As an action, you can expend one of your uses of Bardic Inspiration to choose a number of friendly creatures equal to your Charisma modifier that can hear and understand, you. Each creature gains temporary hit points equal to your bard level + your proficiency bonus for 1 hour. Ne TACTICAL ADVANTAGE Starting at 6th level, you can give an encouraging speech as you enter combat. After you and your allies roll initiative, you can expend one of your uses of Bardic Inspiration to choose a number of friendly creatures equal to your Charisma modifier within 60 feet that can hear you. The chosen creatures can reroll their initiative, but must use the new roll ‘Once you use this feature, you can't use it again until you finish a short or long rest INFECTIOUS INSPIRATION At 14th level, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die In addition, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature other than yourself that can hear you within 60 feet, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest CLERIC Harmony DOMAIN ‘The Harmony domain represents unity, as well as the importance of balance and compromise. The domain is favored particularly by hopeless romantics and more family-oriented clerics. Gods that might grant access to this domain include Waukeen, Isis, Eldath, or any other deity that represents balane community, or family. Most clerics who choose this domain like to see their companions working together like a well-oiled machine, and will do whatever they can to keep them working together. Harmony DoMaIN SPELLS Cleric Level Spells Ist heroism. mage armor 8rd calm emotions, warding bond 5th haste, sending 7th aura of life, death ward circle of power, Rary's telepathic 9th bond Bonus CANTRIP When you choose this domain at Ist level, you learn the guidance cantrip, which doesn't count against the number of cleric cantrips you know. Its range increases to 30 fect, and you can cast it as a bonus action. HELPING HANDS Starting at 1st level, you are able to unite your ‘companions to accomplish a common goal. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. When either bonded creature uses the Help action to assist the other with an ability check or attack. the roll is made with proficiency (or expertise, if already proficient) and advantage. Each creature can use this feature no more than once per turn, even if they could use the Help action multiple times. This bond lasts for 10 minutes or until you use this feature again. You regain the ability to use this feature when you finish a long rest. You can also expend a spell slot of 1st level or higher to use the feature again CHANNEL Divinity: IN Tuts TOGETHER Starting at 2nd level, you can use your Channel Divinity to help your allies power through a difficult fight. As an action, choose a number of friendly creatures within 30 feet of you equal to your Wisdom modifier. ‘The next time a chosen creature makes an attack roll, they do so with advantage HEALING CHAIN Beginning at 6th level, you gain the ability to chain your healing magic among your allies. When you restore hit points to a creature other than yourself by expending a spell slot of 1st level or higher, you can choose one additional creature within 10 feet of the target to also regain hit points equal to 2 + the spell’s level. If casting a healing spell with more than one target, the additional creature can be within 10 feet of any of the targets. 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 148 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8, Battie BONDED At 17th level, the bonds you have forged with your companions have made you almost unstoppable, As an action, you can activate an empowering aura that affects all friendly creatures (including yourself) within 30 feet of you. Affected creatures gain the following benefits for 1 minute: Affected creatures gain a +1 to their AC. Affected creatures gain a +1 to all attack and damage rolls *As an action, an affected creature can touch any other affected creature to expend and roll a number of Hit Dice equal to your Wisdom modifier. ‘The creature they touch regains a number of hit points equal to the total rolled ‘The effects end early if you are knocked unconscious, and creatures can only benefit from them as long as they remain within 30 feet of you ‘Once you have used this feature, you can't use it again until you finish a long rest. Dru CIRCLE OF THE FLORA ‘Those who walk the land and are rooted in nature and its seasons walk the path of the Circle of the Flora. Strongly tied to all things growing and decaying, they gain their strength from deep roots, ‘These druids meet in fields of blooming flowers to celebrate life and the turning of nature. They are often sought out in times of drought and blight for help with the harvest. It is their choice to share their knowledge of growth with all willing to learn. CIRCLE OF THE FLORA SPELLS Druid Level Spells 3rd healing spirit, misty step 5th create food and water, nondetection 7th ura of purity, divination 9th circle of power, creation ‘SAFE SPACE When you choose this circle at 2nd level, your connection to the plants around you allows you to keep your campsite safe. As an action, you can transform the ground in a 30 foot radius centered on you into difficult terrain for unwanted creatures. Any creature who enters without permission sets off an alarm in your head and must make a Dexterity saving throw against your druid spell save DC or be restrained. Each creature can make subsequent attempts to escape using a Strength (Athletics) check against your druid spell save DC. On a success, they are no longer restrained, The plants, may attempt to entangle them again at the top of the round. This effect remains for 10 hours before fading HEALING BREW At 6th level, you have become extremely tied to plants and nature. During downtime, you can. search the area for plants with healing properties to create healing potions. You spend two hours to produce one potion at one-third the normal cost. All other crafting rules apply at the DM's discretion. In addition, you gain the ability to cast speak with plants a number of times equal to your Wisdom modifier. You regain all uses after finishing a long rest. Ne Vine NETWORK At 10th level, your connection with nature allows you to use plants as an information network. You can send 25-word messages through them to up to 8 people simultaneously a number of times equal to your Wisdom modifier. You regain all uses after a long rest. In addition, you can meld your senses with the plants around you. When doing so, you can see and hear things around them up to 200 feet away from your physical body but are considered deafened and blind for the duration No LoncER RooTeD ‘At 14th level, you can create tiny awakened plants that act on your orders. They are considered, proficient in Stealth, Sleight of Hand, and Perception. Each awakened plant is extremely loyal to you and is considered always connected to you for use of the Vine Network feature no matter the distance. You can give them an order that they will attempt to carry out until told otherwise. If gifted to someone for safekeeping, they report to you on what is going on and act as a messenger between you. It, takes a full day and 250 GP to create one, during which you cast awaken on a tiny plant using the equivalent spell slot. You can control up to the number of plant helpers equal to your Wisdom Modifier (minimum 1). Ifyou create more then you can control the oldest helper becomes free of your, control and is now considered an NPC under the DMs control. CHIVALROUS KNIGHT FIGHTER ‘Those that wish to emulate the archetypal chivalrous knight strive to embody the qualities expected of an ideal knight: courage, honor, and a readiness to help the weak. These fighters live to serve and defend those that they hold dear, and they often seek love as well as glory. BoNus PROFICIENCY When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Perception, Persuasion, or Performance. Alternatively, you learn one language of your choice. ATTENTION GETTER Starting at 3rd level, you can distract your enemies to better defend your allies in battle. As a bonus action, when you hit a creature with a weapon’ attack, you can make a Charisma (Persuasion or Intimidation) check contested by the creature's, Wisdom (Insight) check. The creature must be able to hear you. If you succeed on the check, the target has disadvantage on attack rolls against targets other than you. This effect lasts for one minute, until one of your companions attacks the target or targets it with a spell, or until you and the target are more than 30 feet apart. ‘You can use this feature three times, You regain all expended uses upon finishing a long rest. PEOPLE PERSON At 7th level, your training allows you to better read people. Whenever you make a Wisdom (Insight) check, you add a bonus equal to your Charisma modifier, Your skills also grant you proficiency in Charisma saving throws. Ifyou already have this proficiency, you instead gain proficiency in either Wisdom or Intelligence saving throws, CENTER OF ATTENTION Starting at 10th level, you regain one use of Attention Getter when you roll initiative and have no uses remaining, 1 Y First LINE OF DEFENSE At 15th level, you become a master of locking down enemies, Whenever a creature moves 5 feet or more while within your reach, they provoke an opportunity attack from you. If the opportunity attack hits, they take an additional 146 psychic damage and their speed is reduced to 0 until the start of their next turn ViciLANT DEFENDER At 18th level, you respond to danger with extraordinary vigilance. In combat, you gain a special reaction that you can take on every creature's turn except your own, You can use this reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction. Monk Way OF THE DEVOTED ‘Monks of the Way of the Devoted eschew the more traditional methods of monastic life. Rather than. cutting themselves off from emotions or swearing oaths of celibacy, these monks choose to embrace the passions that come with life. Through meditation and training they have learned to channel their ki to forge a spiritual bond with a person they are devoted to that empowers them both in their journey through life ART oF DEVOTION Starting when you choose this tradition at Srd level, you choose a creature to forge a bond of devotion with. This bond persists until you choose to end it by selecting a new devoted target, which you can do after spending a long rest in concentrated meditation, ‘While you have a bond of devotion active, you and your devoted target can cast the message cantrip on each other at will, and gain a +1 bonus to AC and attack rolls while you are within 5 feet of each other. ARDENT AID At 6th level, you are able to quickly adapt and. remain at your devoted target's side. You can spend a ki point to move up to half of your movement speed to a position adjacent to your devoted target as a bonus action and do not provoke opportunity attacks by doing so. In addition, once per long rest, you or your devoted target can gain both advantage and expertise on a skill check by assisting each other. DEDICATED DEFENSE. By 11th level, you have learned versatile methods to protect your devoted target. While within 5 feet of your devoted target, you can spend ki points for the following effects: *As a reaction, you can spend 2 ki points to impose disadvantage on an attack directed at your devoted target. You can spend 1 ki point to heal your devoted target for 1d4 + your wisdom modifier (you can spend additional ki points to raise the healing done by anld4 for every additional ki point spent) *As a bonus action, you can spend 2 ki points to grant you and your devoted target advantage on saving throws until the start of your next turn. Utmost Devotion At 17th level, the depths of your devotion have ‘empowered the strength of your bond. You now have the following effects while you have a bond of devotion active “The range of your bond of devotion effects increases to 10 feet “The bonus to AC and attack rolls increases to +42. and you now have a plus +2 to damage rolls. *As a reaction, you can spend 4 ki points to make yourself the target of an attack directed at your devoted target, provided you are within the range of your bond. PALADIN OATH OF FORGED BONDS ‘The Oath of Forged Bonds is a sworn commitment toa family not of the paladin’s blood. Sometimes called keepers or caretakers, these paladins devote themselves to the welfare and protection of the friends and companions with whom they have forged the closest bonds. To these paladins, nothing is more important than these bonds, and they will do their utmost to hold their family together through the best and worst times and remain steadfast by their side TENANTS OF FORGED BONDS ‘Though the methodology of paladins who have sworn this oath vary in how they remain devoted to their bonds, at their very core paladins of the Oath of Forged Bonds tend to uphold these tenants. Be a Light of Hope. Do not allow despair to take root in your family. Always remain hopeful. so that your companions can look to you in times of strife, Remain Devoted, Provide what your family needs, whether that be comfort, provisions, or aid, Do not abandon them when they need you the most. Stay Steadfast. Remain ever at the side of your family. You are a pillar upon which they can rely, and it is important that you do not waver so that you can help them whether through the tumultuous storms of life. Safeguard Your Family. Protect your family and remain ever vigilant for threats against them, but also remember to communicate and resolve issues between yourself and your companions so they do not multiply. OarH SPELLS You gain oath spells at the paladin levels listed. Paladin Level Spells 3rd bless, sanctuary sth aid, prayer of healing oth beacon of hope, crusader’s mantle 13th aura of life, aura of purity circle of power, rary's telepathic 17th bond CHANNEL Divinity ‘When you take this oath at 3rd level, you gain the following two Channel Divinity options. Healing Bonds, You can use your Channel Divinity to restore your family. When you heal a friendly creature with your Lay on Hands feature, you can choose to heal another friendly creature within 30 feet for half the amount healed. The number of additional friendly creatures increases to 2 at 7th level, 3 at 15th level, and 4 at 20th level. Strength in Support. You can use your ‘Channel Divinity as a bonus action to bolster your attacks in the presence of your allies. For 1 minute, your weapon attacks deal a number of additional damage die depending on the number of friendly allies within 30 feet. (1d4 for 1, 1d6 for 2, 148 for 3, or 1410 for 4 or more.) AuRA OF SOLIDARITY At 7th level, you are deeply connected to those you consider your chosen family and can sense their general location and direction as long as they are within 1 mile and are on the same plane of existence as you. Additionally, starting at 7th level, you emit an aura of support while you aren't incapacitated. Friendly creatures within 10 feet of you don't provoke opportunity attacks At 18th level, the range of this aura increases to 30 feet. Curative KINSHIP ‘As long as you stand firm you can continue to watch over your family. Starting at 15th level, whenever you succeed on a saving throw you can choose a friendly creature within 30 feet and heal them for a number of hit points equal to 248 + your Charisma modifier.

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