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Gate Pass Gazette: Cultural Gear & Villains

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100% found this document useful (1 vote)
829 views24 pages

Gate Pass Gazette: Cultural Gear & Villains

Uploaded by

Harold Hughes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Issue

25

Cultural Gear:
No Place Like Home

Year of Celebration: Villain


Spring Holy Days Spotlight:
Everficer and
Direnaut

Expected, Unexpected, Bizarre:


Artificer Archetypes
Welcome!
F
ancy seeing you here, reader! Do pull up a chair—
it’s always nice to have someone to share a frothing
mug with, and we’re excited to show you our Credits
wares: the latest issue of the Gate Pass Gazette, the
Editor:
official publication for all things Level Up: Advanced
Savannah Broadway
5th Edition! Here among our goods we have a new set
of cultural gear, this time for those with distinctly settled Cover Art:
sorts of lives: the collegiate, imperial, settler, and villager Fabian Parente
cultures. Next we must warn you about the hazards
Interior Art:
ahead with detailed entries on the immortal menaces,
Fabian Parente, Rafael Benjamin,
the Everficer and Direnaut. To prepare, you may want to Gui Sommer, pixabay.com
consult a new set of artificer archetypes that range from
the mundane, to the strange, to the downright bizarre! Graphic Design:
And to bring cheer back to the table, we have a selection Xanditz
of spring holidays to add flavor to a variety of settlement
Gate Pass Logo:
encounters.
Xanditz
Take your time, reader, because we’ll be back at the EN Publishing - PO Box 1945
marketplace next month with archetypes, features, SOUTHAMPTON, SO18 9QW
heritages, and monsters. Happy shopping, reader, and
don’t forget to watch your purse, brush up on your
appraisal skills, and, as always…
©2023 EN Publishing
Level Up!

-Savannah Broadway

Cultural Gear: No Place Like Home By Peter N Martin ................................................................................................. 5


Villain Spotlight: Everficer and Direnaut By Mike Myler............................................................................................ 9
Year of Celebration: Spring Holy Days By Marc Kenobi.............................................................................................. 13
Expected, Unexpected, Bizarre: Artificer Archetypes By David “Boo” Ludlow..................................................... 17

3
4
By Peter N Martin

Cultural Gear:
No Place Like Home

T he third installment of the Cultural Gear


articles that started with “Well Equipped:
Cultural Gear” in Gate Pass Gazette #19, this
result of 5 or higher, the goods are available. The
Narrator can also add a bonus, depending on
the size of the settlement, up to +3 in a large city,
collection of equipment is tied to especially or impose penalties if a culture is particularly
settled groups: the collegiate, imperial, settler, remote, hostile, or unknown. Settled societies
and villager cultures. Detailed here are the trade frequently, and these items are not closely-
items that help settled peoples do the work of guarded secrets but indications of what life is
civilization, making homes sweet and societies like in its corresponding society.
civil.
At the Narrator’s discretion, characters with
these cultures may either be proficient with
Collegiate
all weapons and vehicles associated with Many collegiate societies revolve around a
their culture, or can swap out one proficiency university campus and even the exceptions have
for another. Additionally, a player building developed specialized equipment for speeding
a character of a given culture may have their the acquisition, distribution and protection of
cultural gear available for purchase. Outside of knowledge as well as the comfort of the scholars
character creation, cultural gear is likely only who produce it.
available in a settlement of that culture, a large, Book Carrier. Typically made of waxed
diverse settlement with well-traveled vendors, canvas or leather, this sturdy multi-layered
or, most rarely, a chance encounter with a case can hold up to 3 books, preventing water
merchant who deals in the goods. damage from anything short of actually being
To determine whether a given culture’s goods submerged in liquid.
are on sale at a given settlement not associated Campus Umbrella. A cousin of the parasol,
with that culture, the Narrator can roll 1d6. On a this is a small, lightweight umbrella with a

5
sturdy waterproof canopy. It is designed to TABLE: COLLEGIATE CULTURAL GEAR
keep the user dry on short jaunts between
buildings during rainy weather and is treated ITEM COST WEIGHT
with an alchemical compound to aid in Book Carrier 4 gp 1 lb.
shedding water more efficiently, allowing Campus Umbrellas 6 sp 1 lb.
it to be quickly shaken out and closed up Tracing Paper (one sheet) 3 sp —
without worrying about mildew. When
using the umbrella, as long as precipitation Writer’s Case
12 gp 1/2 lb.
is not accompanied by high winds, you (filled; 4 sheets paper)
can remain dry while traveling. Due to its
lightweight construction, high winds negate Imperial
the effectiveness of the umbrella. The great advantage of an Imperial society is the
Tracing Paper. This very thin, translucent ability to do things like infrastructure at scale,
paper is useful for making copies of diagrams freeing up citizens of the empire to specialize.
or other images when it is not permissible or But that scale also typically comes with
practical to bring the original along. They are bureaucratic hierarchy, need for communication,
especially favored by beginning artists who and the drafting of residents to help during times
will make tracing of the works of various of trouble.
masters as a training technique. Boon Coin. The very definition of a status
If you have good light and charcoal, or some symbol, a boon coin has no monetary value.
other similar means of tracing, you can quickly Rather,they are minted and issued by a
reproduce a low-detail approximation of a 2D powerful individual or organization as a way
artistic work in 1 minute using tracing paper. If of indicating a level of favor or association
you have 10 minutes, you can produce a more with the holder. They typically incorporate
detailed copy. If you have an hour, you can symbolism or phrases relevant to the issuer as
make an extremely detailed reproduction. part of their design. These coins are sometimes
In none of these cases can the tracing pass for bought and sold, but doing so often carries
the original, but the one-minute version will be social consequences, if not legal ones. They also
enough to provide a general idea of the piece typically do not convey any formal authority
across to others, the 10-minute version will be or privileges, but holding the right boon coin
good enough to capture some artistic nuance, can raise the holder’s effective prestige rating
and the 1-hour version can be used for detailed by 1 or more points with the right audience, at
study. the Narrator’s discretion.

Extremely complex or otherwise difficult Fire-Suppressant Bomb. This deliberately


works (ones rendered entirely in light colors or fragile clay pot is filled with a dry powder
in watercolor, for example) may require more that smothers fires. To use it, you can make
time, require a skill check, or be impossible to a ranged weapon attack with a range of 30
copy at the Narrator’s discretion. feet.. The pot shatters on impact, instantly
extinguishing a 5-foot square of non-magical
Writer’s Case. A favorite of many different fire. Imperial cities, especially ones relying on
scholars across a wide array of disciplines, flammable building materials like wood, like
this small, but handsome leather case keeps to keep large stockpiles of these bombs on
the tools for writing and even a bit of field hand in case of a fire outbreak, allowing citizen
sketching close at hand in one convenient volunteers to quickly deal with even large
package. The case includes a compartment blazes in groups. They are never expensive,
for paper, sleeves for two quill pens, a small but in some cases, they are even provided to
compartment for extra nibs, a small bottle of building owners and residents for free.
ink, a sand shaker, and a pair each of sticks of
chalk and charcoal. More well-to-do scholars Manual of Imperial Protocol. This “basic”
will often have theirs personalized with (but still incredibly thick and heavy) guide to
monograms, their noble or academic house’s imperial etiquette and bureaucracy allows you
coat of arms or crest, or similar personal or to spend 1d10 minutes finding and referencing
organizational insignia. relevant sections to gain an expertise die on
Culture checks for the culture it is tied to

6
for the next 10 minutes. At the Narrator’s settlers. They are therefore often concerned with
discretion, this manual may provide its security and emergency measures.
benefits to other skill checks as well. In a pinch Barbed Wire. The quintessential frontier
it can be used as an improvised weapon, fortification, barbed wire is thick metal wire
dealing 1d4 points of bludgeoning damage. with sharp metal barbs along its length. A
Signal Flags. These brightly-colored flags square with a barbed wire fence or coil across
are designed to be seen from a long way off, it is difficult terrain, and requires a DC 13
such as across the water during a naval battle Dexterity check to avoid being grappled as the
or across the span of a long bridge. They barbs snag on clothing and flesh alike, dealing
allow the wielders to communicate basic 1d4 points of piercing damage and requiring
concepts (“danger”, “clear to dock”, “enter DC 12 maneuver check to escape. Each
battle formation”, and the like) as an action at attempt (successful or not) inflicts a further
a range of up to a mile away without the need 1d4 points of piercing damage on the trapped
for hearing or a shared language beyond that creature, as does any physical movement
of the signals. beyond speaking (or, more likely, shouting or
The specific signal language being used varies screaming). Settlers will often hang bells on the
wildly from society to society and may involve wire, giving them an audible alert if a creature
different colored flags, angles of presentation becomes stuck. The wire can be cut; it has an
and so on. To be effective, the person sending AC of 11 and 5 hit points per 5-foot section. It
the message with the signal flags must be in comes in spools, each one suitable for building
bright light (see Vision and Light in Chapter a coiled fortification of up to 50’ in length,
7: Adventuring of Adventurer’s Guide) and the which takes an hour. If used to make fencing,
receiver must be familiar with the specific signal it stretches 5 times as far, but requires a full
language. If the sender is lightly obscured (such day of work.
as by bad lighting or battlefield smoke), the Settler’s Glass. The settler’s glass is an
receiver must make a Perception check (with extremely durable (and heavy) spyglass.
the difficulty set by the Narrator) to correctly Designed to stand up to the worst punishment
interpret the message. that the frontier can dish out, a settler’s
Learning a signal flag language requires a glass can be used as a normal spyglass, but
week of training and practice. Characters from is ruggedized to the point it can be used
the Imperial culture with the Sailor or Soldier as an improvised weapon that deals 1d4
background know one signal flag language used bludgeoning damage. However, inflicting a
by their culture. Adventurers of other cultures or critical hit with it destroys the settler’s glass.
backgrounds may also know a signal language Trip Lantern. Another security device, a trip
at the Narrator’s discretion. lantern is a heavy, hooded, bulls-eye lantern
that can be rigged to a tripwire and is typically
TABLE: IMPERIAL CULTURAL GEAR
mounted atop a fencepost. Triggering the
ITEM COST WEIGHT tripwire aims the lantern toward the tripwire,
Boon Coin Varies — ignites and uncovers the light source, and
Fire Suppressant Bomb 5 cp 1 lb. shines dazzlingly-bright light through a
focusing lens at the triggering creature, which
Manual of Imperial 8 gp 2 lbs.
must make a DC 12 Constitution save or be
Protocol
blinded until the beginning of its next turn.
Signal Flags (set of 4) 10 gp 15 lbs.
Wide-Eye. A powerful stimulant brewed as

Settler a bitter tea, wide-eye can allow a person to


stay awake for 36 hours (starting when it is
Tasked (perhaps by themselves) with taming imbibed) with no penalties for missing sleep
a frontier of some kind, settlers are gritty, (though spells and similar resources recovered
pragmatic…and often a bit paranoid. These folk on a long rest are not restored), but the crash
must rely upon themselves and perhaps their afterward is awful. Immediately after the 36
neighbors even in dire circumstances, and the hours ends, the user suffers 2 levels of fatigue,
frontiers where they make their homes have a which must be removed normally, and is
variety of dangers—potentially including other rattled until they finish a long rest. Still, it’s a

7
rare settler that doesn’t have some on hand in Seahberries. These small, bitter red berries
case a disaster or attack requires an all-nighter. taste awful but help the body flush out toxins.
Eating a handful of them as an action gives the
TABLE: SETTLER CULTURAL GEAR
you an immediate saving throw against the
ITEM COST WEIGHT effects of any ongoing poison, which is made
Barbed Wire (spool) 75 gp 110 lbs. with an expertise die.
Settler’s Glass 200 gp 3 lb. TABLE: VILLAGER CULTURAL GEAR
Trip Lantern 22 gp 4 lb. ITEM COST WEIGHT
Wide-Eye (1 use) 25 gp — Cattle Horn 3 gp 3 lbs.
Food Dehydrator 10 gp 3 lb.
Villager Protective Apron 8 gp 5 lb.
Villagers tend to live an isolated existence, but Seahberries (one dose) 20 gp —
they have a community to rely upon rather
than just themselves. However, because the
community is small, hard work is an important
facet of daily life, with community members
each having their own critical role to play in the
survival and flourishing of the whole.
Cattle Horn. This sturdy horn is used to
call cattle in from the pasture. Its sound is
pleasing to domesticated animals and strongly
associated with food and comfort for them.
Blowing the horn attracts domestic cattle up
to a mile away. At the Narrator’s discretion,
wild animals may recognize the sound and
investigate in search of easy food—either the
cattle’s feed or the cattle themselves.
Food Dehydrator. This set of open-weave,
stackable trays is designed to turn meat into
jerky and to dry fruits and vegetables. Drying
food in this way not only preserves it (turning
fresh, but perishable food into Supply that
can be carried) but also concentrates the
flavor, making it into a satisfying and satiating
experience. A food dehydrator can be used
in concert with a fire to turn fresh meat, fruit,
or vegetables into Supply over the course of a
long rest.
Protective Apron. These heavy leather
aprons are favored by smiths, veterinarians,
and others doing word where getting cut,
scratched, or burnt is an occupational hazard.
While worn, if you would take fire damage or
non-magical bludgeoning, piercing, slashing
damage from a single source, that damage
is reduced by 1d6 (minimum 0). Once an
apron has reduced 12 points of damage, it is
considered broken. The apron is heavy and
cumbersome, imposing disadvantage on
Acrobatics checks and Dexterity saving throws
while worn.

8
By Mike Myler

Villain Spotlight:
Everficer and Direnaut

A ged sorcerers and old psychics know to


fear the lumbering tremorous footfalls of
the Direnaut, but not out of fear of the walking
Appearance
It is exceptionally rare to see the Everficer in
monolith. They tremble instead knowing it is the her natural form, and she usually only reveals
companion of the Everficer—and a visit from herself when a subject of her experimentation
that immortal rarely ends well. has reached a particular stage in her intended
processes. Despite her astounding age, the
History Everficer does not at all appear to be thousands
of years old and still has a youthful—albeit
Sages that know of the Everficer believe she wizened—appearance, clad in immaculate dark
was the first alchemist to conquer death, but it’s leather and wearing an imposing cloak that
impossible to be certain, as she has far outlived snaps around her thick boots. In addition to
any library built by mortal hands. This brilliant magical toolkits affixed to her belt, the Everficer
immortal has spent her time in the shadows is always carrying a number of concoctions
of history wisely, working to unlock the (potions of rare or greater rarity) or reagents
limitations of the mind and the physical form by meant for an unsuspecting imbiber.
altering her own to incredible effect. All of the
Everficer’s successes are the results of endless For all her own skill at remaining unseen,
experimentation, the most successful of which there is little to be done for hiding the Everficer’s
(aside from herself) is the colossal creature towering minion. Blood weeps from the seams of
known as the Direnaut. Nothing is known about the armor covering every inch of the Direnaut’s
her gigantic companion, save that it is never to hulking body, and were all that not enough to
be ignored and that getting in its way is ill- inspire fear, its imposing helmet denies anyone
advised. from seeing its face—and the horror of what

9
could be waiting behind that metal is more than
enough to scare common folk. It’s typical to
find the Direnaut waiting for its mistress near Mage Cuffs
a settlement or in a remote patch of wilderness, Wondrous item, uncommon (cost 350 gp)
dragging a mobile laboratory for the Everficer.
Crafting Components: Cold iron, an opal,
and a wire of gold used to pin a lightning
Personality bug for display
Absolutely nothing is more important to the While you are wearing these handcuffs and
Everficer than her pursuit of knowledge; she cast a spell, use a feature that is magical or
will and has destroyed entire civilizations psionic, or maintain concentration on one of
simply to see an experiment out to its these, the handcuffs emit a warning whistle
conclusion. Naturally, there can’t be anything as you take 1d6 lightning damage. If the spell
more important than her intellectual goals, for or feature requires concentration, you must
no intellect in history can compare to hers. To make a saving throw to maintain the concen-
the Everficer, everyone is only as important tration as normal. If this damage reduces you
as their relevance to her experimentations, to 0 hit points you are knocked unconscious
and the highest purpose any can serve is to and stabilized.
advance her studies. Being ageless has spurred
in the alchemist a desire for entertainment,
however, and as the years drag on she’s
become more and more fond of a bit of drama reputation can influence many of her test
to spice things up. The Direnaut—if it ever had subjects to do as they are told without undue
desires and opinions of its own—exchanged effort, and the foolish adventurers that dare
all of its mind in a trade for immortality, now intervene on her experiments only help spread
doomed to spend eternity in service to the her legend. Anyone that searches history
Everficer in both body and mind. closely enough for the Everficer learns that
she is not actually invincible—indeed she’s
been slain many times, only to reappear not
Activities long after. Shortly after attaining immortality,
Everything the Everficer does is related she went about the realms material and those
in one way or another to schemes of such beyond preparing remote lairs, each equipped
grandeur that, without her explanation (given with an alchemically-crafted clone waiting for
in moments where she believes sharing its turn to serve as the vessel for her soul.
the knowledge serves her), they would be When the Everficer’s experiments demand
incomprehensible to mortals measuring time the close and uninterrupted observation of
by the year or decade rather than century. The a subject, there is no hesitation in acquiring
ancient alchemist’s experiments—mostly with them. After checking her copious archives of
sorcerous bloodlines or lineages with psionic notes and careful scrying to assess possible
talents—can span millenia, her subjects totally impediments to capture, the immortal and
unaware they have been carefully observed her minion ambush the target, slap mage
since before birth. It is unusual for one of cuffs about their wrists, and then disappear
the Everficer’s projects to find assurances into the wilderness back to her nearest lair.
or comfort from discovering they are the Should she expect considerable resistance to
plaything of an immortal dabbler, though, and her kidnapping ploy, the Everficer first allows
when there is resistance to further steps (such the Direnaut to charge into the fray to distract
as the consumption of an important reagent defenders, and as they wail upon it she sneaks
after one’s body has finished maturing), the in to take the person she needs without being
Direnaut is close by to help enforce her will. detected. After all, her towering servant is just
Nowhere is truly safe from the Everficer or as expendable as anything else, and she can
her sidekick, and places where people gather always make a new one.
are no exception. Over the centuries the
ruthless alchemist has learned that a sinister

10
Motivations Ageless. The Direnaut does not age, cannot suffer
from frailty of old age, die from old age, or be aged
Having already achieved every bodily and magically.
mental enhancement possible, the Everficer
now seeks to craft a machine of an epic scale Fixed Helmet. The Direnaut gains immunity to psychic
that will give her the ability to transform the damage, the charmed condition, and the frightened
world as she sees fit. Powering such a device condition while wearing its helmet. Ability checks
is no small thing, and what has stopped her and saving throws made to remove the Direnaut’s
thus far is a simple—although difficult— helmet have disadvantage.
problem to solve: she requires a source of Innate Spellcasting. The Direnaut’s innate spellcasting
pure arcana to power it. Already countless ability is Wisdom. It can innately cast the following
artifacts have been destroyed in the pursuit spells, requiring no material components:
of her ultimate endeavor, and analysis of At will: antilife shell, resilient sphere
those failed attempts has led the Everficer to
believe that only a living soul will be able to Magic Resistance. The Direnaut has advantage on
sustain her grand machine. saving throws against spells and magical effects.

Across the realms are hundreds of people Mutated Toughness. The Direnaut reduces any non-
(or perhaps thousands—or even more) with psychic damage it takes by 12 (minimum 0 damage)
sorcerous blood that are her unknowing after calculating resistances.
pawns, sometimes helped by her from afar Obscuring Visor. The Direnaut has disadvantage on
without the alchemist playing her hand. Perception checks while helmeted.
Indeed, many adventurers discover too late
that their convenient escapes, strokes of good ACTIONS
fortune, and even some of the treasure troves Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
they’ve found or enchanted relics they wield target. Hit: 13 (2d6 + 6) bludgeoning damage.
are all due to a secret benefactor—one that
Dire Charge (Recharge 4–5). The Direnaut moves
eventually comes calling.
in a straight line up to its Speed. This movement
can be through the spaces of hostile creatures
DIRENAUT CHALLENGE 10 and does not provoke opportunity attacks. Each
LARGE HUMANOID 5,900 XP creature of Huge-size or smaller in the Direnaut’s
path must make a DC 15 Dexterity saving throw,
AC 16 (fixed armor)
taking 21 (6d6) bludgeoning damage on a failure,
HP 187 (15d10 + 105; bloodied 93) or half damage on a success. On a failure by 5 or
Speed 40 ft., climb 40 ft. more a creature is knocked prone, or on a failure
by 10 or more it is knocked prone and stunned
STR DEX CON INT WIS CHA until the start of the Direnaut’s next turn.
23 (+6) 13 (+1) 24 (+7) 8 (–1) 13 (+1) 8 (–1)
BONUS ACTIONS
Proficiency +4; Maneuver DC 18
Basic Maneuver. The Direnaut makes a Grapple,
Saving Throws Str +10, Con +11 Knockdown, or Shove basic maneuver (dealing 7
Skills Athletics +10 (+1d12) bludgeoning basic melee damage).

Damage Vulnerabilities psychic


Damage Resistances cold, fire
Damage Immunities psychic (while helmeted)
Condition Immunities encumbered, fatigue, paralyzed,
petrified, strife, stunned; charmed, frightened (while
helmeted)
Senses passive Perception 6
Languages Common

11
ACTIONS
EVERFICER CHALLENGE 13
LEGENDARY MEDIUM HUMANOID 10,000 XP Multiattack. The Everficer attacks four times.

AC 17 (natural armor) Armed Strike. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 10 (1d10 + 5) magical bludgeoning,
HP 178 (21d8 + 84; bloodied 89) piercing, or slashing damage (chosen when the
Speed 30 ft., fly 50 ft. (hover) Everficer attacks).

STR DEX CON INT WIS CHA Energy Blast. Ranged Spell Attack: +10 to hit, range
17 (+3) 20 (+5) 18 (+4) 20 (+5) 19 (+4) 17 (+3) 200/400 ft., one target. Hit: 10 (1d10 + 5) force or
radiant damage (chosen when the Everficer attacks).
Skills Arcana +10, Deception +8, Engineering +10,
Insight +9, Investigation +9, Medicine +9, Nature +10, BONUS ACTIONS
Perception +9 Everstep. The Everficer teleports to an unoccupied
Damage Resistances cold, fire, lightning, poison; space she can see within 50 feet.
damage from nonmagical weapons
LEGENDARY ACTIONS
Condition Immunities charmed, confused, fatigue,
The Everficer can take 3 legendary actions, choosing
frightened, paralyzed, petrified, poisoned
from the options below. Only one legendary action
Senses darkvision 200 ft., truesight 90 ft., passive can be used at a time and only at the end of another
Perception 21 creature’s turn. She regains spent legendary actions at
Languages all, telepathy 200 ft. the start of her turn.

Amorphous. The Everficer can pass through an opening Attack. The Everficer makes an attack.
as narrow as 1 inch wide without squeezing. Fool (Costs 2 Actions). The Everficer casts major image
Ever-Hidden. The Everficer is hidden from divination without the need for concentration.
magic and cannot be perceived by magical scrying Influence (Costs 2 Actions). The Everficer casts charm
sensors. monster without the need for concentration.
Immortal Researcher. The Everficer does not age, Paralyze (Costs 2 Actions). The Everficer casts hold
cannot suffer from frailty of old age, die from old monster without the need for concentration.
age, or be aged magically. In addition, she gains an
expertise die on any ability check that uses a skill or
tool set.
Innate Spellcasting. The Everficer’s innate spellcasting
ability is Intelligence (spell save DC 18, +10 to hit with
spell attacks). She can innately cast the following
spells, requiring no material components:
At will: alter self, augury, calculate, detect magic, detect
thoughts, disguise self, scrying, telekinesis
3/day each: charm monster, counterspell, dispel magic,
hold monster, major image
1/day each: dominate monster, modify memory,
programmed illusion
Legendary Resistance (3/Day). When the Everficer fails
a saving throw, she can choose to succeed instead.
When she does, her skin becomes more opaque and
translucent until it can easily be seen through.
Regeneration. The Everficer regains 70 hit points at
the start of her turn. If the Everficer takes psychic
damage or damage from a spell enhanced with
sorcery points, this trait doesn’t function on her next
turn. The Everficer dies only if she starts her turn
with 0 hit points and doesn’t regenerate.

12
By Marc Kenobi

Year of Celebration:
Spring Holy Days
W ith winter finished and new growth on
every side, spring is a time of hope and
excitement and many celebrations are held
to carry on this night-long festival and the day of
rest that follows it. Music and songs celebrating
summer begin as the sun fades from view on the
during this season, some with eyes forward to last day of winter. In smaller communities, each
the year ahead while others feed on the relief of family takes a turn in maintaining the song, but in
surviving another winter. the cities and towns of the Westfold March bands
Spring Holy Days provides a collection of of minstrels are employed to ensure the songs
festivals and revels for your games that add continue until dawn. During the hours between
exciting details and new options to settlements dusk and dawn food and drink are readily
and communities and make your players’ visits consumed and dancing is commonplace.
to town more memorable. At dawn, all the singers gather and the
Dawnsong, a simple nursery rhyme taught to every
Dawnsong child, is sung:

In some parts of the world, legend has it that the In every treetop’s hanging bower,
lady of summer visits her brother’s home each All the buds and every flower,
winter and only her presence brings light, warmth, The climbing rose, the fanning fern,
and joy to the lord of winter’s kingdom. Every year All long for your foretold return,
he tempts her to remain with him just a little longer Come back to us, come back to us, we need your
by crafting items of beauty in ice and snow. Only warming power.
mortal voices raised during Dawnsong remind her Thigh-high grass of brightest green,
of the beauty summer brings to mortal realms and Hides blooms in every shade between,
encourage her to return for another year. Poppy red and cornflower blue,
Only the most devout truly fear a failure to Each sparkling with the morning dew,
celebrate Dawnsong might lead to an endless Come back to us, come back to us, our fairest
winter, but one needn’t be quite that pious to want summer queen.

13
A shining and a golden day,
A sun that ripens wheat and hay, Cirani
Spreading oak, swift-running stream, Potion, uncommon (cost 150 gp)
Grazing sheep and clotted cream, Crafting Components: A Kassag coin from
Come back to us, come back to us, please lady the prior year
don’t delay.
This strong wine only retains its magical
potency for three months after being
produced and is typically transported in
Game Mechanics bottles containing enough liquid for two uses.
Adventurers who sing the collective Dawnsong After consuming a portion of cirani, you
at the end of the celebration are filled with a gain an expertise die to Insight checks and
sense of hope, optimism, and good fortune. Once suffer disadvantage on Deception checks
during the following week, they may choose to for the next hour. If you have the Rage class
re-roll a failed ability check. feature, you can’t enter a rage for the duration
without first making a DC 14 Wisdom saving
Fallsday and Kassag throw. On a failure, the use of Rage is lost.
In the mountains far to the east snow is
everpresent. The extra snow accumulated
over winter brings the risk of dangerous somber mood, prepared for either celebration
unpredictable avalanches to highland or grief. Regardless of the result, tradition
settlements and the trails that connect them. dictates last year’s cirani, a spiced raspberry
Fallsday sees pairs of the bravest members wine, is consumed that evening.
of those settlements, known as honreas, At dusk, a fire is lit in the steeple of each
deliberately triggering avalanches. Their temple, and throughout the night honreas
aim is to alleviate the danger by funneling find their way back to them to be cared
the snow down established channels and for, fed, and allowed to rest. At midday,
from sun up to sun down waves cascade each temple swings wide its doors and
down the mountainsides. Honreas must have each honreas is presented with a Kassag
enormous trust between them, as there is coin. These large golden coins are uniquely
much danger and little chance of rescue if stamped each year and only given to the
they find themselves in trouble. Often siblings honreas who returned to a temple on Fallsday
and relatives work together, but for romantic night. Any remaining are melted into rings
couples it is seen as the ultimate test of their and presented to those who marry at the great
bond and compatibility. feast that evening.
As well as serving their community, such The feast of Kassag begins In the hours
duty is seen as a religious observance, and before dusk, ceremonies are held for those
local temples to Honie and Oreas, the deities permitted to wed, then, and as the night
of winter, organize the volunteers and closes in, the temples provide many barrels
provide blessings before they set off. Fallsday of freshly made cirani. Incredibly sharp and
itself occurs on the day before Kassag, the potent, the Cirani lowers inhibitions and
day when the temple celebrates the deities’ suppresses animosity and the saying goes that
wedding, though particularly snow-heavy “a Kassag truth is free of anger.”
years may mean the artificial avalanches must
also be triggered before or after the actual
day. Only those who serve as honreas may be Game Mechanics
married on Kassag, and such weddings are Adventurers who serve as honreas receive the
considered especially blessed. blessing of the winter deities. They can use
While the honreas work on the slopes the Help action to aid their Fallsday partner
above, everyone else remains tucked away as a bonus action for the next week.
in their homes during Fallsday. Family and
friends of the Honreas spend the day in a

14
Artificial Avalanche Firsthunt
1st tier (terrain) Among the Golanti tribes of the northwest,
Challenge 2 (450 XP); DC 14/13 Firsthunt is a celebration and rite of passage
held in late spring. The tribes gather each spring
Area Intermediate (3 hours)
as the elk that are their primary diet begin the
Heavy snows can put local settlements at risk, migration north, and hold a celebration that lasts
and the best way to mitigate the danger is by long into the night. During the festivities, stories
triggering a controlled avalanche instead. Those are told of how the first human is said to have
who attempt this find the environment as much undertaken the very first hunt around this time
of a struggle as the act itself. of year, guided by the lessons of the four most
Biting Cold. At the end of every hour spent honored figures in their traditions: Hachi, the
traveling through this area, a creature makes wily and persistent wolf; Karo, the ferocious,
a Constitution saving throw (DC 5 + 2 per protective bear; Vaska, the wise lynx who sees
previous save) or it takes 4 (2d4) cold damage. beyond flesh and bone; and Khaasas, the otter;
in stories she is the trickster, but also the source
Spell Solve. Spells or effects that deal at least
of joy and laughter. These stories often have a
10 points of thunder damage within a minute
visual element, with performers acting out the
trigger the artificial avalanche and a success—
part in accordance with the narration—sometimes
unless they are in its path, which triggers a
leading to a degree of comical improv on the part
failure.
of the actors, depending on the narrator’s whim.
Well-Prepared. Adventurers equipped
There are several routes to adulthood in the
with climbing gear or similar equipment gain
Golanti culture, depending on the tribe, but the
an expertise die on check to overcome this
most ancient is the First Hunt. The morning
challenge.
following the celebration, any youth judged
worthy by their tribe’s leaders may decide to
Possible Solutions undertake challenge of the First Hunt. Stripped
A group Survival check is required to safely to just a light tunic or loincloth (usually made
arrive at the intended site. Those who do can specifically for the occasion by their family),
trigger the avalanche by making a ranged attack each is provided with a spear and heavy
to throw explosive material or by an Athletics cloak as they leave camp with the first light of
check to perform a slope cut with skis or similar dawn—anything else they need they must find
equipment. or make. Once the hunt begins, the participants
Critical Failure. The adventurers have are not considered adult members of the tribe
drastically miscalculated. Each take 4 (1d8) unless they arrive at the tribe’s location before
cold damage and 4 (1d8) bludgeoning damage midsummer and present a token from an animal
as they are buried in snow and must hold they hunted and slew with their own hands.
their breath. Each round they make a Strength After the participants leave, the bulk of the
saving throw to free themselves. On a failure, tribe strikes camp and heads north, making
they are still trapped in snow and must hold finding the tribe again part of the challenge.
their breath for an additional round. Some families make sure to store sufficient food
Failure. The adventurers miscalculated, but to remain in camp for a week or two after the
avoid the worst of the slide. Each takes 4 rest leave, while others leave bundles of food,
(1d8) cold damage and 4 (1d8) bludgeoning supplies, and even weapons.
damage. When a participant returns, they are tattooed
Success. The adventurers successfully trigger the with symbols of the animal they brought back
avalanche. to the tribe. Now culturally adults, they are
considered reborn and begin counting their
Critical Success. The adventurers successfully age from the day they returned. While those
trigger the avalanche and are blessed by who slay great predators are praised for their
the gods of winter. Roll on the Boons and daring, those who bring a token of particularly
Discoveries table. elusive or clever animals are also lauded for the
achievement. Those who come back without

15
any token are considered children for the next
year, denied the privileges and responsibilities of
Game Mechanics
adulthood until the next First Hunt. Adventurers who successfully offer food to a
cat without magical means is blessed with good
fortune. A DC 12 Handle Animal check or a result
Game Mechanics of 25 or less on a d100 roll will ensure a cat’s
Adventurers that take part in the storytelling interest and an expertise die for the next three days
of Firsthunt gain a boon depending on the part to a randomly determined skill from the following
they played. For the next week, actors roll their list: Acrobatics, Perception, or Stealth. A result
next saving throw of the appropriate ability with of 14 or more or a result of 12 or less on a d100
a 1d6 expertise die: Hachi—Constitution; Karo— will attract a Heshgarat cat, granting the lucky
Strength; Vaska—Wisdom; Khaasas—Charisma; adventurer a 1d6 expertise die from the same list.
the first hunter—Intelligence.
Heshgarat Cat
Feast of Cats A Heshgarat cat is similar in size to a large lynx,
On the western outskirts of the sandy city of with large rounded ears and thick black fur lined
Heshgarat stands the Necanium. Easily the size with silver and white stripes. Found primarily
of the city, these ancient cairns with high round lairing in and around the cairns of the Necanium
domes contain the remains of the honored dead. to the west of their namesake city, they are
The entrance of each is carved with multiple considered guardians of the dead.
felines and statues of them line the pathways
between the burial mounds. Local legends
recognize cats as the guardians of the dead, and
HESHGARAT CAT CHALLENGE 1/2
SMALL MONSTROSITY 100 XP
they are considered sacred in the Necanium and
within the city’s walls. While all cats are revered, AC 13
the Heshgarat cats that call the area home
HP 21 (6d6; bloodied 10)
are especially so on account of their uncanny
abilities and potency against the undead. Speed 30 ft. Climb 20 ft.

Locals grow catwort plants on the wide ledges STR DEX CON INT WIS CHA
that are popular on the city’s buildings, and 5 (-3) 17 (+3) 10 (+0) 7 (-2) 12 (+1) 7 (-2)
most have feline figures embossed on them
somewhere. Dozens of cats can be found in the Proficiency +2; Maneuver DC 13
streets and dogs, mice, and rats are conspicuous Saving Throws Int +7, Con +6
by their absence. Pestering a cat within the city Senses passive Perception 11
results in stern looks from the locals, while Languages –
hurting one usually results in being whipped
Keen Hearing and Smell. The heshgarat cat has
and chased beyond the walls. advantage on Perception checks that rely on hearing
Each year the city holds a week-long or smell.
celebration during the spring equinox, just Ethereal Sight. The cat’s senses extend into the
before the rainy season begins: the Feast of Cats. ethereal plane.
Locals stake out cat-shaped frameworks covered Guardian of the Dead. When an undead creature starts
in choice strips of raw meat and bowls of its turn or attempts to move to within 30 feet of the
specially spiced milk. Thousands of cats appear Heshgarat cat, it must make a DC 11 Wisdom saving
at this time and even Heshgarat cats, typically throw. On a failure, it can’t willingly move any closer
only seen in the Necanium, can be found to the cat, and while within 30 feet of the cat it has
disadvantage on all attacks for the next minute. On a
walking the streets. success, it is immune to this effect for the next 24 hours.
Interactions with cats during the feast are Creatures that have advantage against being turned also
considered signs of the god’s favor. As a have advantage on this save. Additionally, a creature with
consequence, many locals spend long hours legendary actions is immune to this effect.
sitting with food or milk on their laps, hoping to ACTIONS
entice a cat to visit them and earn their blessings.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4+3) slashing damage. If the target is
undead, it also takes 2d4 radiant damage.

16
By David “Boo” Ludlow

Expected, Unexpected, Bizarre:


Artificer Archetypes

M ost classes have room in them for


character concepts that might not be
obvious at a glance; this article introduces
Arcano-Puglist Spells
Starting at 3rd level, when you prepare your
three archetypes that will challenge your artificer spells you can prepare certain spells and
expectations of what it means to be an create spell inventions for them in addition to
artificer. The Wandmaker is relatively your normal number of prepared spells. These
normal, an artisan of wands. The Arcano- spells count as artificer spells for you, even if
Pugilist stretches artificery a little, allowing they aren’t on the artificer spell list.
artificers to bloody their knuckles. But TABLE: ARCANO-PUGILIST SPELLS
the Botanotechnitian pushes the craft to
its conceptual limits, entirely replacing SPELL
SPELLS
technology with mystical flora. LEVEL
3rd mage armor, shield
Arcano-Pugilist (Artificer) 5th blur, invigorated strikes
Some artificers, after a stressful day in the lab,
9th crushing haymaker, whirlwind kick
just want to punch things. Others decide to
do it as a profession. There are unexpected 13th death ward, freedom of movement
side-effects to such studies, though, and these
artificers eventually find themselves changed. 17th arcane hand, storm kick

17
PugiTek Knuckles SpellPunch Flurry
Also at 3rd level, you learn to fashion your At 5th level, when you cast a cantrip using
spell inventions into PugiTek Knuckles, arcano- PugiTek Training, you can use your bonus
mechanical knuckledusters of an appropriate action to make two unarmed strikes against the
weight and size for you, ignoring normal weight same target. These strikes deal the same type of
and size limitations for spell inventions. damage the cantrip deals.
You can make magical unarmed strikes with You can replace any of these unarmed strikes
PugiTek Knuckles using Intelligence instead of with a basic maneuver. If you do this, you
Strength for attack and damage rolls, even with a can use your spell save DC in place of your
fizzled spell invention. All features that reference maneuver DC. At 11th level, you can make three
unarmed strikes in this archetype assume you unarmed strikes with this feature. You can use
make them with a PugiTek Knuckle and do not this ability a number of times equal to your
work otherwise. You can roll a d4 in place of proficiency bonus, regaining all expended uses
normal damage with an unarmed strike when on a long rest.
not wielding a shield. This number increases as
you gain levels, per the Adept Table, as though Improved PugiTek Training
your adept level were equal to your artificer
At 9th level, when you use PugiTek Training to
level. Finally, your PugiTek Knuckles count as
cast a spell of 1st level and the spell affects an
tools of artifice when worn.
area, you may choose to have the spell originate
from you (centering spheres or cubes on you, or
PugiTek Training starting lines or cones from your square); you are
Also at 3rd level, whenever you cast a spell using immune to the effects of the spell when you do
a PugiTek Knuckle you may choose to deliver it this. If the spell affects multiple targets, you may
as an unarmed strike, dealing the spell’s damage instead deliver the spell as a series of unarmed
along with that of your unarmed strike. This limits strikes against creatures within your reach,
the spell’s range to that of your unarmed strike otherwise following the normal rules of PugiTek
and the number of targets to one. On a successful Training.
hit, the spell otherwise works as normal, but if you Additionally, after casting a spell of 1st level
miss you do not have to roll a fizzle die. or higher through a PugiTek Knuckle, you
Additionally, you learn physical techniques, can channel the magical recoil and take the
enabling your style of close-quarters combat. Disengage or Dash action as a bonus action. You
While wearing your PugiTek Knuckles, you can can use this ability even if you miss with your
spend a bonus action to gain one of the following unarmed strike, as well as in conjunction with
effects for a number of rounds equal to twice SpellPunch Flurry.
your proficiency bonus. You can do so a number Finally, you can expend an infusion use as a
of times equal to your proficiency bonus, bonus action to give extra distance to your strikes.
regaining all spent uses on a long rest. Until the end of your turn, your reach with
your unarmed strikes (including using PugiTek
Agility Training Training and this feature) increase to 60 feet.
Add your Intelligence modifier to your AC. To You have disadvantage on melee attacks against
select this option, you must expend an infusion creatures more than 20 feet away from you.
use.
PugiTek Mastery
Climbing Skills At 15th level, your consistent channeling of
You gain a climb speed of 30 feet. magic means it has seeped into your bones,
empowering and changing you. You gain
Light Steps resistance to force damage and one other type
of damage of your choice, as well as immunity
You ignore difficult terrain.
to the rattled condition. You can also spend an
infusion use as a reaction to gain advantage on
Swift Feet saving throws against spells and other magical
Your Speed increases to 50 feet. effects until the beginning of your next turn.

18
Botanotechnitian (Artificer) Botanotechnitian Spells
Botanotechnicians follow a radical artificer At 3rd level, you utilize part of your former
movement, seeking to entirely replace training to augment your arsenal. When you
the technology aspect of artificery with prepare your spells, you can prepare certain
technobotany—the cultivation of plants that spells and create spell inventions for them in
perform technological functions. addition to your normal number of prepared
spells. These spells count as artificer spells for
you, even if they aren’t on the druid spell list.
Botanotechnics
You create your archetype spell list from
When you choose this archetype, every
the artificer spell list. At 3rd level, choose two
aspect of your artificery changes to become
spells to count as your archetype spells. You
technobotanically themed. Aesthetically,
may prepare these spells as spell inventions in
all of your features become flora-derived.
addition to your normally prepared spells. Once
Mechanically, the following class features
chosen, your archetype spells can’t be changed.
change:
You may choose two additional archetype
Spell Inventions. Your spell inventions
spells at 5th, 9th, 13th, and 17th level.
are now grown from magical seeds instead
of mechanically engineered. These seeds
may be planted and grown in soil or any Nature’s Study
organic material. When preparing new spell At 3rd level, you gain proficiency in herbalism
inventions, you do not expend gold, but the kits and Nature, and you can always choose
time to prepare a new spell invention increases to use Intelligence with them. If you already
to thirty minutes per invention. Your spell have proficiency in either, you instead gain an
inventions otherwise function normally. expertise die. You may use an herbalism kit as
Spell List. You now use the druid spell list a tool of artifice. As most botanotechnicians are
instead of the artificer spell list and they are introduced to their ideology first by druidic
all considered artificer spells for you for the mentors, you also learn Druidic.
purposes of class and archetype features.
Choose new prepared spells from this list. Natural Regrowth
Any existing spell inventions that utilized At 5th level, you may encourage extra life into
spells you do not now have access to cease your fizzled spell inventions, restoring them to
functioning. functionality over a short rest. You can restore a
Schematics. When crafting a new schematic number of spell levels’ worth of inventions equal
or magic item, you use Nature instead of to half your artificer level, then must take a long
Engineering. In addition, when creating a rest before you can do this again.
magic item using a schematic, you may replace
any ingredients with flora of the same (or Terraforming Pulse
higher) price and rarity. The result is always At 9th level, as an action you may select a spell
obviously plant-based in nature, but otherwise invention and create an aura that shapes the
functions exactly as the intended magic item natural world around you. You may only have
would. one aura active at a time. The aura’s radius is 10
Reliable Spell Inventions. Creatures make a feet × the spell level of the spell invention you
Nature check to use your spell inventions. chose and remains centered on the invention.
Magical Automaton. Your magical When you create this aura, choose one of the
automaton has the plant creature type. following effects:
Working with your Narrator, you may use
the above mechanical changes as guidelines to
Easy Travels
adapt other Artificer class features and knacks. The weather and land aids you and your
Simple changes include using Nature rather than companions. This aura lasts a number of hours
Engineering, replacing construct creature types equal to the spell’s level. You (and allies you
with plant, and replacing minor gold costs with choose) within the aura ignore nonmagical
increased casting or creation times. rough terrain, gain resistance to nonmagical

19
damage from terrain and weather, and have You may use this feature for free once per long
advantage on checks to avoid or overcome rest. You may use it additional times by selecting
nonmagical natural hazards. Depending on the spell inventions with a combined spell level of
terrain, the Narrator may rule that your party 6 or higher and channeling their energy. When
would be able you do this, roll a a fizzle die for each as though
you had used them.
Hostile Territory
The very ground and weather turns against
your foes. This aura lasts a number of rounds
Wandmaker (Artificer)
Wandmaking is a prestigious profession and
equal to the spell invention’s level. Creatures
such craftsfolk generally approach their craft
hostile to you treat the area within the aura as
with dignity and perfectionism, leading quiet
rough terrain and have disadvantage to avoid
lives in respected shops. However, many
nonmagical natural hazards. They also suffer
artificers in the field take a more experimental
disadvantage on Perception checks
tack with their work.
Tangling Thorns Wandmaker Spells
Magical, thorny vines rise from the ground.
Starting at 3rd level, when you prepare your
This aura lasts a number of rounds equal to the
artificer spells you can prepare certain spells and
spell invention’s level. As an action, you can
create spell inventions for them in addition to
create a 10-foot long tangle of briars at a point
your normal number of prepared spells. These
you can see within your aura. The tangle lasts
spells count as artificer spells for you, even if
the duration of your aura, or until you dismiss
they aren’t on the artificer spell list.
it as a bonus action or use this feature to create
another tangle. When you create the tangle, TABLE: WANDMAKER SPELLS
you can make a melee spell attack against one SPELL
target within 10 feet of it. On a hit, the target SPELLS
LEVEL
takes 2d6 force damage and 2d6 magical
piercing damage, and it must make a Dexterity 3rd find familiar, identify
saving throw against your spell save DC. On 5th arcanist’s magic aura, arcane lock
a failure the target is restrained (escape DC
equal to your spell save DC). 9th dispel magic, sending
You may use this feature for free once per long 13th private sanctum, secret chest
rest. Each additional time you must roll a fizzle
die for the spell invention you chose. 17th animate objects, geas

Grow Ally Wandmaker


At 15th level, as an action, you may plant a
At 3rd level, you gain two schematics for
seed that immediately grows into a shambling
wands or rods of your choice with a rarity of
mound, which is friendly to you and
common or uncommon. At 5th level, you gain
understands Druidic. In combat, it takes its
two schematics for a wand or rod, which may
turn after yours and acts to protect you unless
have a rarity of up to rare; and at 11th level
you command it otherwise. You can direct it
you gain one schematic for a wand or rod
to take a specific action, including the Attack
with a rarity of up to very rare. You also have
action, by using a bonus action on your turn.
advantage on Engineering checks to create a
The shambling mound returns to mundane plant
schema for a wand or rod.
matter if you use this feature again or after an
hour has passed. The shambling mound adds You may attune to up to three wands or rods
your proficiency bonus to its armor class and of your own creation without having them count
damage rolls and uses your spell attack modifier against the maximum number of magic items
in place of its attack modifiers and your spell you may attune to and you can infuse 1 wand or
save DC in place of its save DCs. Its attacks count rod each long rest without it counting towards
as magical for the purposes of of overcoming your infusion limit. Only you can use this
damage resistance or immunity. additional infused item.

20
Finally, whenever you create a spell invention
you may have it take the form of a wand
appropriate for a creature of your size, ignoring
usual requirements on spell invention size and
weight. Such wands are more fragile than typical
inventions, however, and only have hit points
equal to your artificer level.

Flick of the Wrist


Also at 3rd level, even once its purpose is
fulfilled, you can coax some efficacy from a
wand-shaped spell invention. Once a wand-
shaped spell invention fizzles, you can use it
to make a ranged spell attack with a range of
20 feet to deal 2d6 force damage. This damage
increases by 2d6 when you reach 5th level, 11th
level, and 17th level (maximum 8d6). You can
make such attacks a number of times equal to
your proficiency bonus, regaining all expended
uses on a long rest.

Magical Abundance
At 5th level, energy overflows into your
creations. Once per long rest, as an action, you
may restore charges to a held wand or rod, even
if you did not create it. When you do this, roll
your fizzle die and restore that many charges.
This does not restore charges above the item’s
maximum.
Additionally, your Intelligence modifier is
added to damage inflicted by wands or rods
of your creation or your spell wand-shaped
inventions utilizing cantrips through a wand-
shaped spell invention. If it would already
add your Intelligence modifier, the modifier is
doubled for the purposes of damage.

Wand Expert
At 9th level, when crafting a wand-shaped spell
invention you can choose from the wizard spell
list. This does not allow you to craft a spell
invention for a spell of a level higher than you
can cast. Additionally, when you make an spell
attack with a wand-shaped spell invention, you
gain an expertise die to spell attacks made with
wand-shaped spell inventions.

Legendary Creator
At 15th level, select one legendary wand or rod.
You gain a schematic for it. Only you may use it
if you create this item using an infusion.

21
See the A5E System Reference Document at A5ESRD.com for a list of open licensed content.

22
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