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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 43ROMANTIC 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
Vvfeelings-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,
netable, 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 checksCumpsiera
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 yearsAPPRENTICING
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 shields3rd 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)
Ne2nd 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. 1.9OWNING 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
VVILLAGE
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 workenvironment 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), foodand 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 pirateEvent
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
26Roan 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 - 630gpiG 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
weStari
‘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 GPBasic 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
WeHarper 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,
Vmust 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 MILBEING 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 neededCHARACTER 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
NeEXPLOSIVE 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. aBarbic 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.
NeTACTICAL 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 againCHANNEL 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.
NeVine 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
YFirst 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.
The Game Master's Book of Legendary Dragons - Epic New - Jeff Ashworth - The Game Master's Books, 1, 1, 2022 - Game Master Series - 9781956403053 - Anna's Archive