GPG 05
GPG 05
Synergy Feats
for Extraordinary
Heroes
The Western
Shore
Canticle
of the Wing
Welcome!
G
reetings and salutations to heroes and
Narrators alike, and thank you for
picking up the Gate Pass Gazette, the Credits
official publication for all things Level Up:
Editor:
Advanced 5th Edition! This month’s lineup Savannah Broadway
comes jam-packed with superpowered synergy
feats and several steamfantasy archetypes Cover Art:
worthy of any airship. We’ll also introduce a Jori Hollander
new heritage in the birdfolk and three cultures Interior Art:
related to a specific group of avian people Jori Hollander, Ellis Goodson,
known as the simirengo, as well as a beach’s pixabay.com
worth of monsters, NPCs, and exploration Graphic Design:
challenges to populate your game. Xanditz
Level Up!
- Savannah Broadway
Tab l e o f Co n t e n t s
Sy nergy Feat s for E x t raord i n a ry He r o e s By Mike Myler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... 5
The West er n Sho re by Marc Kenobi .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... 8
Cant ic le of t h e W i n g by TThiago Rosa .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... 1 4
The Zephyr’s Complement, Steamfantasy Archetypes for an Airship Crew by Rachel WIlliamson . . . . . . . . . .. 1 8
3
4
By Mike Myler
Metal Skin. You can use a bonus action Now when you enshroud yourself with divine
and expend a herald spell slot to cover your metal you can feel the strength of it in your
body in a bronze alloy of divinity and metal very bones. Whenever you use your Metal Skin
that protects you from harm. For the next feature with a spell slot of 3rd-level or higher,
minute, whenever you take damage other you gain the following additional benefits:
than lightning or psychic damage, you • Your carrying capacity doubles.
reduce the damage you take by an amount • Your unarmed strikes deal an extra 1d8
equal to the level of the expended spell slot damage (instead of 1d4) and count as
(before calculating resistances). You can end magical for the purposes of overcoming
the effect as a free action. damage resistances and immunities.
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• You gain proficiency with the Hurl Ally bonus on a success. Unwilling targets can only
maneuver and do not have to spend be teleported onto solid surfaces; for example,
exertion to activate it. In addition, you count any attempt to teleport them into the air or into
as one size category larger when using it. water immediately fails. In this case, you teleport
without them, spending exertion as normal.
Additionally, when using a spell slot
of 4th-level, your Metal Skin lasts for 10
minutes, and when using a 5th-level or higher Crawling Teleporter
spell slot your Metal Skin lasts for 1 hour.
Prerequisites: Teleporting Combatant feat
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Ice Armor. When you deal cold damage with
Tremendously Hulking a spell of 1st-level or higher, you can spend
2 sorcery points to briefly encase yourself in
Prerequisites: Hulking feat form-fitting magical ice that protects you from
The incredible fury that boils within you can harm without hindering you in any way. While
come forth with terrifying effect, rage making encased in this magical ice you gain immunity
your body literally grow in size and stature. to cold damage, resistance to fire damage,
and resistance to bludgeoning, piercing, and
When you enter a rage, you can spend 4 slashing damage from nonmagical weapons.
exertion points to increase your size category The magical ice evaporates when you take
by one step (from Small to Medium, or from damage equal to or greater than your level, or
Medium to Large) for the duration of your at the start of your next turn.
rage. While your size is increased, your Speed
increases by 10 feet, your weapon attacks deal an
extra 1d4 damage, your maneuver DC increases
Frozen Steps
by 2, and your reach increases by 5 feet. Prerequisites: Iceborn feat
Impossibly Hulking With little more than a thought you can project
an arctic chill in front of you to propel yourself
Prerequisites: Tremendously Hulking feat through the world. You can use a bonus action to
spend 2 sorcery points and freeze the ground just
There are countless legends speaking of ahead of you as you move, creating a pathway
warriors as mighty as you, their weaponry of ice that increases your movement speed by
cast away in their fury and replaced by trees a number of feet equal to 10 × your proficiency
or boulders. bonus until the end of your turn. Your ice pathway
remains until the end of your next turn. Other
When you enter a rage, you can spend 8 creatures treat the ice pathway as difficult terrain,
exertion points to increase your size category by and when it moves across your ice pathway or
two steps (from Small to Large or from Medium ends its turn there it must make a Dexterity saving
to Huge) for the duration of your rage. While throw against your maneuver DC or fall prone.
your size is increased, your Speed increases by
15 feet, your weapon attacks deal an extra 2d4 You can create an ice pathway to tread on air
damage, your maneuver DC increases by 4, and or across other surfaces that could not support
your reach increases by 5 feet. your weight as long as you end your turn on a
square that can support your weight or above an
In addition, you gain proficiency with unoccupied square no further beneath you than a
improvised weapons. Improvised weapons that number of feet equal to 10 × your proficiency bonus,
you throw have a range of 50/150 feet. While you in which case you can use an action to create a
are raging, one-handed improvised weapons temporary ice pylon to support your ice pathway.
you wield deal 1d8 for Small, 1d10 for Medium, Otherwise, you fall as normal. An ice pylon has an
or 1d12 for Large; two-handed improvised AC equal to your maneuver DC, hit points equal
weapons you wield deal 2d4 for Small, 2d6 for to your level, and disappears with the ice pathway.
Medium, or 2d8 for Large; and your range for You cannot ascend at a greater angle than 45
thrown improvised weapons doubles. degrees, moving half your Speed while doing so.
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very essence. You have advantage on saving You can use a bonus action to briefly observe
throws against spells and magical effects. the world through the senses of one creature
in the Telepathic Link. While doing so you
In addition, you can spend 4 sorcery points experience the world as it does, gaining the
to create Ice Armor that lasts for 1 minute. benefit of any special senses it has. Alternately,
When you do so, it also grants resistance to you can choose to continue to observe through
bludgeoning, piercing, and slashing damage the senses of the creature until the start of your
from magical weapons. next turn, and while doing so are blind and
deaf to your body’s surroundings. This does
Talented Telepath not grant you any control over the creature’s
actions, and if it is killed or falls unconscious
Prerequisites: 3 levels in marshal, 3 levels in wizard while you are using its senses, you gain a level
of strife. Strife gained in this way is removed
The bonds forged in battle can be exceptionally upon finishing a short or long rest.
strong among some marshals, the pressures of
combat unlocking mental powers that grant
a baffling mastery over the battlefield. Your Mental Mastery
capacity for coordinating with allies is so
Prerequisites: Talented Telepath feat
sublime that you make a connection with their
minds that allow you all to act in concert. With experience your telepathic powers grow
stronger, creating a bond not just between minds
You gain telepathy to a range of 60 feet. You
but between souls as well. Once between rounds,
can telepathically communicate with a creature
you can choose to expend a spell slot to grant
you can see so long as it knows at least one
exertion points to a creature that is part of your
language. If you are already telepathic, the
Telepathic Link. The creature gains 2 exertion
range of your telepathy increases by 60 feet. In
points for a 1st-level spell slot, and 2 more for
addition, you gain the Telepathic Link feature.
each spell slot level above 1st. Alternatively, you
Telepathic Link. At the end of each short or can instead spend exertion points to restore a
long rest, choose up to a number of willing spell slot to a creature within your Telepathic
creatures equal to your proficiency bonus Link. The creature gains a 1st-level spell slot
plus your Intelligence modifier and spend a for 3 exertion points, a 2nd-level spell slot for
number of exertion points equal to half the 6 exertion points, a 3rd-level spell slot for 9
number of chosen creatures (minimum 1). exertion points, or a 4th-level spell slot for 12
The chosen creatures must know at least one exertion points. The creature must be able to cast
language (though it need not be the same one). spells of that level to benefit from this feature.
So long as you remain conscious a telepathic
Additionally, your Telepathic Link feature now
link connects your mind and the minds of the
has no range limit as long as those benefiting
chosen creatures until the next time you take
from it are on the same plane.
a short or long rest. If you do fall unconscious,
the link is severed and must be established
anew on a short or long rest. Boundless Mind
So long as they remain on the same plane Prerequisites: Mental Mastery feat
of existence, the chosen creatures may
communicate telepathically with each other Your mental prowess reaches incredible heights
regardless of language if they are within a and lesser minds are as open to you as a
number of miles equal to your proficiency tavern’s door. You can spend 2 exertion points
modifier of you. Creatures that are out of range to cast detect thoughts without the need for any
regain these benefits once they re-enter it. This components. When a creature makes a saving
means a creature on the Ethereal Plane cannot throw against your detect thoughts, you can spend
benefit from this feature, no matter how close another 2 exertion points to give it disadvantage.
it seems to be to your location in the Waking, Finally, you can spend an additional 2 exertion
though it regains these benefits upon returning points to also affect a creature under the effects
to the appropriate plane if it is within range. of your detect thoughts with a zone of truth spell
without the need for any components.
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by Marc Kenobi
9
Critical Failure. Adventurers who fail the
Exploration Challenges check have the air knocked out of them as
they are dragged under. In this state, they
Dangers lie hidden beneath smooth sand and can only hold their breath for a number of
dark seas alike. rounds equal to twice their Constitution
modifier before running out of breath and
Grip Current beginning to suffocate. They (or an ally)
must succeed on an Athletics check to
1st tier (supernatural) free themselves; however the mental and
physical stress leaves them with a level
Challenge 4 (1,100 XP); DC 15/14
of strife and fatigue. Adventurers able to
Area Immediate breathe in water ignore these effects. In
addition, each adventurer loses 4 (2d4)
The water you’re standing in swirls suddenly supply.
and in the frothy surface you see a thousand
hands reaching for you. Clamping down hard, Failure. Each adventurer loses 4 (1d4+2)
the hands drag you away from the shore, supply.
pummeling the breath out of you as they do.
Success. The party manage to escape the
Magical energies have converted a mundane grip current, swimming clear and back to
rip current into an active and terrible threat shore
that is able to form in even the shallowest
Critical Success. Escaping the current,
waters. Fortunately such a current ebbs and
the party finds some benefit stirred up by
flows with the tides, typically only being able
the frothing sea. Roll on the Boons and
to strike at high tide and then only once.
Discoveries table.
Magical Emanations. An adventurer
proficient with Arcana or under the effects Giant Crab Traps
of detect magic can make a Perception check
to identify a gathering of power before they 1st tier (constructed)
enter the area.
Challenge 5 (1,800 XP); DC 15/14
Up and Away. The use of fly, levitate,
or similar magic to stay out of the water Area Immediate
triggers success for that adventurer. Set up in clusters at narrow parts of the beach,
Spell Solve. Adventurers can make a each trap is baited with chunks of buried
spellcasting ability check to disrupt the shark meat and is composed of multiple sets
current by casting create or destroy water to of long steel-tipped claws that flash out of
destroy 10 gallons of water. Each additional the sand when triggered. The claws strike
10 gallons destroyed grants a +1 to the with enough force to punch through the thick
spellcasting ability check. Alternately, they shells of their prey and clamp them in place.
could use any magic that affects weather or Each trap is constructed in place and takes
dispel magic. Successfully doing so triggers a around an hour to set up.
critical success. Escape. If the adventurers are caught in
Possible Solutions the trap, an Athletics check allows them to
free themselves. Small or smaller creatures
Once caught in the grip current, a group make this check with advantage.
check by the adventurers can help them
escape either by using a Wisdom (Survival) Trap. This trap can be detected with
check to swim across its strength, or powering a passive Perception of 14 or with a
through with a Strength (Athletics) check. Perception check to spot the tip of one of
Adventurers with a swim speed make this the steel points showing through the sand
check with advantage. as the tide comes in, as well as several
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sticks placed as markers in an area around them, annoyed that they’ve been setting off
20ft in radius. If the trap is not detected, it his traps and demanding recompense.
automatically triggers a Critical Failure.
Success. The party moves through the area
Up and Away. The use of fly or similar without triggering any of the traps
magic (except levitate) to avoid the trap
triggers success for that adventurer. Critical Success. As well as managing not
to trigger any of the traps, the party finds
Possible Solutions something useful a short way up the beach.
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Multiattack. The lance crab makes two The bay witch can use the following
claw attacks reaction:
Claw. Melee Weapon Attack: +3 to hit, reach Reactions: Foretelling (Recharge 5-6).
5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning When a bay witch is attacked or forced
damage and the target is grappled (escape to make a saving throw it can draw on
DC 12). The crab has two claws and can its kaleidoscope of visions to foresee the
grapple one creature with each. outcome. The bay witch gains advantage on
its next saving throw and its AC increases
Spine Barrage (2/day). The lance crab by 3 until the start of its next turn.
flicks its shell upwards, sending a number
of its spines arcing towards its enemy. A
5-foot-radius area within 30 feet is pelted NPC Spotlight
with falling spines. Each creature in the
A few brave loners have managed to make
area makes a DC 12 Dexterity saving throw,
their homes or ply their trades on the Western
taking 9 (2d6 + 2) piercing damage on a
Shore.
failed save or half damage on a success. On
a failure, the creature is also slowed until
the end of its next turn as it attempts to free Brengad, Lance Crab Hunter
itself from the spines.
Pulling on his short beard as he talks,
Brengad describes himself as a simple
Sea Hag: Bay Witch man, but his slabs of taught muscle, criss-
crossing scars, and swaggering walk suggest
Sometimes a sea hag develops the ability to
something more. An adventurer succeeding
see the future, visions dancing around every
on a DC 16 History check will recall a
individual they meet. As this power grows, the
pitfighter (use stats for a pugilist) named
overwhelmed hag tends to become more and
Brengad the Bold who retired undefeated
more solitary, even to the point of abandoning
from the grand arena over a decade ago. If
its coven. Ultimately this effect clouds the hag’s
this is mentioned Brengad will confirm it, but
sight, leaving it blind to all but the visions.
states that those days are long behind him.
When receiving visitors, a bay witch will
Brengad now hunts lance crabs each season
agree to foresee their future for a price. These
to support his family, claiming he makes
visions often seem innocuous, but will have
more money for less risk than he ever did
some terrible meaning that will only later
in the arena. The injury on his left forearm
become apparent.
suggests there is still plenty of risk in his new
The witch loses its darkvision and gains profession, however, and he will admit to
the following traits: struggling with his last set of traps.
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with a musical voice of surprising clarity, but
responds to personal questions with giggles and
Sail of the Black Opal
nonsensical snippets of sea shanties. Wondrous Item, rare (requires attunement; 2,350
gold)
If treated with kindness she will lead the party
to her cave which contains her sleeping pallet, Crafting Components: Yard sail from a ship on
firepit, supply of smoked fish, and her treasures, its first voyage as a pirate or slaver ship, hair
which she is willing to trade. The Second will only from a humanoid
accept gems (at double their typical value) food
(at 10 gold per point of Supply), or magic items of Rumored to be crafted from the sailcloth of the
comparable value (which she is shockingly good notorious Black Opal, this heavy black canvas has
at assessing). If the party still cannot afford what been roughly sewn with human hair into a cloak.
they want, she may ask the party to perform a task
for her, such as retrieving an off-shore treasure or As a bonus action you can expend one charge
eliminating a dangerous sea creature. to call on the ship’s necromantic power and
gain 1d4+4 temporary hit points. The sail has
Most of the Second’s collection is shells, pretty 3 charges and regains 1 charge for every hour
stones, and odd objects that have been swept ashore, spent submerged in seawater.
but among the detritus there are a few items of note.
Additionally, if you are reduced to 0 hit points
Hippocamp Ambergris. This soft teal while attuned to this item, you immediately
ambergris smells like musky sandalwood and become stable as the hair burns to ash, blowing
is highly prized by transmuters for its ability away at the faintest breeze and leaving behind a
to extend and enhance certain magics. When mundane piece of bone-dry sailcloth.
casting a transmutation spell, you may use a
piece of the ambergris as an additional material
component to either double its duration or treat
your spell save DC as 1 higher (chosen at the
time of casting). Only one piece of ambergris
can be used on a given spell.
Kraken Scale
Wondrous Item, uncommon (110 gold)
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by Thiago Rosa
T
here are many kinds of birdfolk in
the world, all with their own cultures Mythic Beginnings
and origin stories. As they inherit
characteristics from the creatures their Due to their intrinsic connection to various
ancestors bonded with, there are many kinds of birds, birdfolk have a variety of
heritage gifts birdfolk may have, some of stories of how this bond, and thus their
which will be explored in future publications. people, came to be. The following is that of the
This article introduces mechanics for a specific simirengo and is known as the “Canticle of the
group of birdfolk known as the simirengo, Wing.”
though they can be used for a variety of
birdfolk peoples, as well as three related When the world was young and the words
simirengo cultures. In the meantime, if you’re were few, a hunter wished to be as a bird
interested in playing a different sort of avian and fly aloft. They could already fight from
character, speak with your Narrator to either afar with bow and arrow; they could heal the
tweak these mechanics. Alternatively, you can sick by lending nature’s strength; they could
utilize those from O5E, as Level Up: Advanced understand the sky and what lies beyond
5th Edition is fully compatible with the with wisdom passed down from their parents.
original version of the game. However, even living up in the high places,
14
even watching the flocks and trying to follow At this, the hunter felt sympathy for Ibis.
their example, they still could not be as a bird. Though they envied the birds, they hadn’t
realized how limited the creatures were in
This both saddened the hunter, who felt their own way. More than flying, more than
most of the difficulties in their life would be being a bird, now the hunter wanted to share
made easier if they could just learn to ride the everything it had with their new friend. They
winds and be free like their feathered friends. prayed one last time, thanking the small
So they approached the extravagant Sunbird, gods for their aid and for leading them to
and asked it how to be a bird. Sunbird chirped such a wise bird. Then, as thanks for Ibis’s
and declared the hunter didn’t have feathers wise council, they asked if they could travel
like it did, so of course it was not possible. together and share their gifts. And they could.
And so the hunter prayed, asking for feathers And so the simirengo were born.
like Sunbird’s. The small gods of nature,
who loved the hunter, answered this prayer.
However, their new feathers didn’t allow the Birdfolk (Heritage)
hunter to be as a bird.
True to their avian roots, birdfolk have
Still determined, the hunter went into the feathers instead of hair, as well as flight
high foothills to visit the proud Eagle and feathers along the sides of their forearms.
asked it how to be a bird. Eagle said it was Beyond that, however, their feather coloration
impossible, asking what the hunter would do can vary greatly, and their skin color runs the
with their feathers if they did not have keen gambit of human coloration and occasionally
eyes like it did. And so the hunter prayed for beyond. A birdfolk connected with a kind of
eyes like Eagle’s, which the gods gave them. parrot may be bright green with deep brown
However, their new eyes didn’t allow the skin and brown eyes without whites to them,
hunter to be as a bird. while one connected to a gyre falcon may
have gray feathers, pale skin, and yellow eyes.
Disappointed, the hunter went still higher,
up to the mountain cliffs to speak with the In simirengo, their feathers are commonly
swift Falcon and ask it how to be a bird. gray, brown, or black, with deep brown to
Falcon shook its head, asking the hunter what black skin, and their eyes are those of a bird of
good were their fine feathers and their keen prey, most commonly amber, gray, or brilliant
eyes if they did not have powerful talons? blue. Occasionally a chick is born with starkly
So the hunter prayed a third time, asking for contrasting plumage, which is considered to
talons like Falcon. However, even their new be a mark of future greatness.
talons didn’t allow the hunter to be as a bird.
15
Wind Rider. Your arms function as proto- feathers to help them fly. While not capable
wings that allow you to glide safely to of sustained flight, such chicks are considered
the ground. Each round you can move blessed and often go on to hold roles of
horizontally 5 feet for every 5 feet you spiritual or political significance. You gain the
descend, up to a distance equal to your following trait:
Speed. You cannot hover and so must
move your full Speed each turn or land. Flight. You gain a fly speed of 30 feet.
Otherwise, you fall as normal. To use this To use this speed, you can’t be wearing
movement, you cannot be encumbered and medium or heavy armor. Whenever you
cannot wield a weapon. At the Narrator’s spend 3 full consecutive rounds airborne
discretion you may be able to hold a small without landing, you gain a level of fatigue.
weapon, such as a dagger, or a small item, Any fatigue gained in this way is removed
such as a potion, but cannot use them upon finishing a short or long rest.
while gliding. Whenever you spend 3
You can use your Wind Rider trait to glide
full consecutive rounds gliding without
on a following round, but if you resume
landing, you gain a level of fatigue. Any
flying before landing you gain fatigue as
fatigue gained in this way is removed upon
normal. Similarly, you can begin flying
finishing a short or long rest.
during a glide but are still subject to gaining
Additionally, you have resistance to falling fatigue if you resume gliding.
damage as long as you are not incapacitated.
Birdfolk Paragon
Birdfolk Gifts As a birdfolk matures, they achieve their full
Birdfolk can vary greatly from each other. potential, boosting their innate abilities to
These gifts are those of the simirengo, a kind higher levels. When you reach 10th level, your
of birdfolk connected to predatory birds, heritage gift improves considerably.
but can be used for birdfolk with a variety
of aesthetics. In addition to the traits found Greater Aspect of the Hunt
in your birdfolk heritage, select one of the The range of your darkvision increases to 120
following gifts. feet and your talons’ damage die increases
to 1d8. Additionally, you can now make an
Aspect of the Hunt attack roll with your talons as a bonus action.
Simirengo especially in tune with birds
of prey are never unarmed. You gain the Greater Wind Mastery
following trait: Your fly speed increases to 40 feet and you can
fly while wearing medium or heavy armor.
Sharp Talons. Your talons are sharp When you would suffer fatigue from using
enough to be used as deadly weapons. The your fly speed, you make a Constitution
talons are natural weapons with the finesse saving throw (DC 10 + 1 per previous save
trait, which you can use to make unarmed in the last minute). On a success, you do not
strikes that deal slashing damage equal to suffer fatigue from flying that round.and you
1d4 + your Strength or Dexterity modifier. do not suffer fatigue from flying that round.
They do not require an empty hand to use.
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linked closely with this heritage: crag-keeper
simirengo, far-flyer simirengo, nomad,
sky-seeker simirengo, wildling.
Crag-Keeper
Simirengo
(Culture)
Most flocks of simirengo
live in their traditional
nesting areas in high foothills
or mountain crags, honing their
bodies in continual pursuit of
excellence. While all simirengo value
the hunt, such communities apply it
to other facets of their lives, focusing
on physical competition from an early
age to hone the next generation of hunters.
Leadership roles in particular are points
of fierce contention, causing some other
cultures to consider them individualistic.
Nothing could be further from the truth:
such contention is merely to ensure the best
possible candidate for the job. One’s position
inside the community is an important concern,
but very rarely does it go against the best
calling. Birdfolk who strike out as adventurers concerns of the group. Crag-keepers consider
or settle among other peoples tend to consider themselves the heart of the simirengo people.
party members and neighbors as part of their Characters raised in the crag-keeper
personal flock. simirengo culture share a variety of traits in
For the simirengo, regardless of where they common with one another.
call home, hunting is a sacred ritual, bonding Bird Speech. You have an innate ability
predator and prey, and every time they eat to communicate simple thoughts and ideas
meat, they offer a prayer of thanks for that with birds of size Small or smaller
life being sacrificed so that they might live.
Honing one’s innate gifts is highly valued in Crag Watch. You gain an expertise die
simirengo culture, and those that do not find on Perception checks made while keeping
their calling in one flock are encouraged to watch during a rest.
join another better suited to their personal
path. Some of these chicks ultimately return Patience of the Hunt. Once between long
home to share their developed talents, which rests, you can do one of the following:
others stay with the family they have made
Concentrate: You gain an expertise die on a
elsewhere. Despite their physical distance,
Constitution saving throw made to maintain
flocks remain connected to each other through
concentration.
both magical means and through the carried
correspondence of the traveling far-flyers. Persist: You may reattempt a failed ability
check.
Suggested Cultures
While you can choose any culture for your Skilled Hunter. Once per long rest, you
birdfolk character, the following cultures are can spend 4 hours of time to locate Supply
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for yourself and one other creature, or Languages. You can speak, read, write, and
magical reagents worth up to 5 gold. sign Common, Auran and two additional
languages.
Ways of the Mountains. You are proficient
in Nature and Survival, and either Animal
Handling, Medicine, or Perception. Sky-Seeker Simirengo
Languages. You can speak, read, write, and
sign Common and Auran. (Culture)
Sky-seeker flocks live on the loftiest mountain
Far-Flyer Simirengo peaks, seeing the high places as a representation
of the last part of the hunter’s journey before
Simirengo Weaponry. You are proficient Skyborn. You’re acclimated to high altitudes,
with long bows and javelins. including elevations above 20,000 feet. You’re
also naturally adapted to cold climates.
Talented Student. You are proficient with
your choice of any one tool proficiency or Ways of the Spirit. You are proficient in
musical instrument. Arcana and Religion, as well as a musical
instrument of your choice.
Ways of the World. You gain proficiency
in two of the following skills: Culture, Languages. You can speak, read, write, and
Engineering, History, Insight, Religion. sign Common and Auran.
18
by Rachel WIlliamson
S
teampunk is more than an aesthetic.
It’s a narrative structure focused on Contriver (Rogue)
creative anachronism and ingenuity or Skilled at solving problems through
invention overcoming impossible odds. It unconventional means, contrivers look at
features characters who focus on using tools the world as a puzzle to solve with whatever
and weapons, even when magic is involved, to materials come to hand. A contriver could
push forward a central conceit of creation and be an engineer, inventor, or member of a
innovation. The crew of the Zephyr are such paramilitary group.
stalwart souls, and this article evokes three of
their number. Later issues will feature more
of their fearless band, including the Zephyr Bonus Expertise
herself. When you choose this archetype at 3rd level,
The following archetypes are written with you gain proficiency with Engineering and
the steampunk spirit in mind, but are playable your choice of a sewing kit, smith’s kit,
in a wide variety of campaigns. As always, thieves’ tools or any one artisan’s tool kit, and
consult with your Narrator before choosing you gain an expertise die on checks made with
any of these adventurous paths. The eldritch either. For you, expertise dice in Engineering
gunslinger in particular may not work for and the chosen tool kit can be upgraded
every game. from d8 to d10, exceeding the usual limit on
19
expertise dice. You also gain proficiency with action or your Cunning Action. Once you have
improvised weapons. used this feature a number of times equal to
your Intelligence modifier, you cannot do so
Contrivance again until you finish a long or short rest.
20
either skill, you instead gain an expertise die.
In addition, you gain additional specialties Eldritch Gunslinger
equal to your proficiency bonus, and you gain
another specialty whenever your proficiency
bonus increases. These bonus specialties must
(Warlock)
be in Animal Handling or Medicine. While all Warlocks make pacts to their
patrons for power, not all of them wield the
power they’ve been granted in the same way.
Evasive Maneuvers Eldritch gunslingers are defined more by how
Starting at 3rd level, your prowess inspires they wield their power than by the properties
the movements of others. When you have of the being they’ve bound themselves to,
granted a creature Bardic Inspiration, it can meaning that an eldritch gunslinger who
use the Bardic Inspiration to instead take the serves a fiend may have more in common
Dodge action as a bonus action. with one that is bound to a horror beyond the
stars than they do with other servants of their
In addition, you can use Bardic Inspiration own patron.
on yourself, but only for this purpose.
Alternative Pact
Mounted Artistry When choosing this archetype, you may
Also at 3rd level, you may now count a mount strike a deal with any kind of being capable
or vehicle as an instrument for the purposes of of becoming your patron. In addition, if you
using your visual Art Speciality, whether that choose Pact of the Blade at 3rd level, your
means rearing your horse in a picture-perfect revolver is considered your pact weapon with
pose or wheeling an airship into a daring the following alterations:
maneuver.
You can’t transform any other weapon
into your pact weapon. However, you may
Inspiring Dodge perform a 1 hour ritual using a magic weapon
At 6th level, when an attack misses you, or rare weapon as a ritual component to
you can use your reaction to grant Bardic impart certain qualities to your pact weapon,
Inspiration to a creature that meets the destroying the component weapon in the
requirements (excluding yourself). process. If the component weapon had a
bonus to attack or damage rolls, or if it dealt
Additionally, when you take the Dodge bonus damage, you now apply those bonuses
action you can apply its effects to your mount to your revolver. You can also apply these to
or the vehicle you are operating. Once you your Eldritch Ray; it has no effect on Eldritch
have used this feature a number of times per Disturbance or Eldritch Whip.
day equal to your proficiency bonus, you
cannot do so again until you finish a long rest. If you perform the ritual a second time with
a different weapon, your revolver loses any
bonuses it gained from the previous weapon
Galvanizing Figure and instead gains those of the new weapon.
At 14th level, your larger-than-life presence You cannot break your bond to your revolver.
is especially inspiring. You can grant Bardic If you die, the revolver disappears and is
Inspiration to a number of creatures equal immediately returned to you if you are later
to or less than your Charisma modifier as brought back to life.
a bonus action, as long as they meet the
requirements for Bardic Inspiration. Each
creature inspired still counts as one use of Arcane Sights
Bardic Inspiration. Once you have used this When you take this archetype at 1st level,
feature, you can’t use it again until you finish your patron grants you an arcane revolver
a long rest. (see Rare Ranged Weapons in Chapter 4:
21
Equipment of the Adventurer’s Guide). It acts pistol deal your choice of piercing damage
as a normal weapon of its kind in regards to or the chosen damage type. This damage
range and damage, except where specified is considered magical for the purpose
here. Its appearance varies depending on of overcoming damage resistances and
the sort of patron you chose. A fiend may immunities.
grant a gun of pitted black metal and bone
accents, while a Great Old One may provide
one that feels damp and yielding to the touch.
Inscribed Ammunition
When making a ranged weapon attack with At 10th level, you have delved especially
this revolver, you can choose to use your deep into the esoteric weaknesses of many
spellcasting ability for attack and damage monstrous entities. Choose two creature
rolls. You are always considered to be types from the following: aberration, celestial,
proficient with the revolver and can use it as a fey, fiend, monstrosity, and undead. Over
spellcasting focus for your warlock spells. the course of a short or long rest you may
prepare a number of bullets equal to your
Additionally, at 5th level, when you make proficiency bonus that are particularly deadly
a ranged weapon attack with your arcane to the chosen creature types by carving arcane
revolver you may attack twice instead of once. symbols into their surfaces and imbuing them
with your patron’s power. This confers the
All other creatures suffer disadvantage following benefits:
when making attacks with your arcane
revolver. If it is lost or destroyed, you may Inscribed ammunition is eager to get at its
recreate it during a short or long rest. Doing target, and so loading any number of these
so requires an hour-long ritual, but requires bullets into your arcane revolver only requires
neither materials nor tools. a bonus action (removing previously loaded
ammunition cannot be done as part of this
Eldritch Armaments bonus action). Additionally, an attack made
with inscribed ammunition against its target
At 6th level your increasing power allows you creature type deals additional damage equal
to invest your patron’s power in strange new to your warlock level and is a critical hit on a
ways. Choose one of the following: roll of 19–20.
22
23
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