Venture Forth
Venture Forth
CREDITS
2
INTRODUCTION
INTRODUCTION
When I initially asked my fellow designers whether WHAT ABOUT NON-CORE CLASSES?
they would be interested in expanding the pool of At the time of publication, Level Up:
available knacks with me, I assumed I would get two, Advanced 5th Edition has two of�cial classes
maybe three takers. I certainly didn’t expect to end up that are not contained in the Adventurer’s
with a team larger than any other yet assembled for Guide: the arti�cer and the savant. There are
any A5e 3rd-party publication. Yet that was what I also �ve unof�cial classes available at the
received, and I couldn’t be more thankful for it. The time of writing from the 3rd-party community:
wonderful people who contributed their time and the scholar and witch from Roll Them Bones,
talents to this project have made it into something I the esper from Steampunkette, and the
could never have accomplished alone, and I’m elementalist and wielder from Purple Martin
privileged have worked with each and every one of Games.
them, from the established pillars of the community to
the fresh faces brimming with exciting new ideas. Those looking for new arti�cer �eld
discoveries should consult Advanced Arti�cers
Knacks (as we’ve decided to collectively dub features by Andrew Engelbrite, the author of the
such as divine lessons, arcane innovations, skill tricks, original class, which not only includes 10 new
etc.) have been a sorely neglected area of potential �eld discoveries but also 3 new arti�cer
expansion for A5e, so much so that I considered archetypes and several tweaks to the base
adding an appendix detailing which other publications class that make arti�cers more exciting than
included additional knacks for each class (outside of ever before!
the publications which introduced the class in the �rst
place), but the list was too short to merit a full As for savant clever schemes, Gate Pass
appendix. For those curious, the adept, druid, and Gazette #26 includes the article Scheming
sorcerer all share the Elemental Kineticist knack Tricksters by Clarke Peterson, featuring not
introduced in Mastering the Elements from Gate Pass only 17 new clever schemes, but also 15 new
Gazette #22, and the ranger gains the Unusual Mount savant tricks and the Ingenious Training feat,
knack from Mighty Mini Mounted Martials in Gate Pass which makes savant clever schemes
Gazette #23. Additionally, although their status as available to all classes.
“knacks” is debatable, Extra Witchy in Gate Pass
Gazette #20 introduced 8 new eldritch invocations for The witch is capable of learning knacks from
the warlock class to support the Pacts of the Cauldron several of the core classes, and as such,
and Censer introduced in the same article. From 3rd- witch players should �nd a plethora of new
parties, there are 3 invocations and 1 secret of arcana options available to them in Venture Forth.
available in Manual of Adventurous Resources: Likewise, the scholar may gain access to
Complete, all of which have prerequisites. Aside from knacks found in this packet through bonus
the publications treating non-core classes detailed in feats such as Covert Training, Heraldic
the sidebar to the right, I believe this list to be Training, and Woodcraft Training. (We also
exhaustive as of the time of writing. have it on Lars Torgersen’s authority that any
future feats that grant knacks in a similar
Yet this prior lack of attention simply means that we fashion qualify as Scholar Feats.)
had plenty of fresh ground to break when composing
this supplement, and we are excited to hear how your Fans of the elementalist class should keep an
tables will bring these features to life in ways we eye out for Expanded Elements by Josie Lynn,
never anticipated. I believe I can predict without which will not only expand the number of
arrogance (especially as I can only take direct credit available elemental adaptations, but also
for a fraction of its content) that Venture Forth will be introduce six new elemental af�nities!
recognized as a must-have expansion for A5e. I am
honored to have been a part of it, and it has left me Finally, at present, the authors know of no
hopeful that Speaks & Spells Publishing can bring you speci�c products or plans for products that
even grander collaborations in the future. signi�cantly increase the number of esper
noetics or wielder artifact whispers and relic
—Clarke arts, but if you would like to see them, you
can make your voice heard by writing a
review for Venture Forth on DTRPG!
3
EPIGRAPH
4
EPIGRAPH
5
PRACTICED TECHNIQUES
— ADEPT —
PRACTICED TECHNIQUES
AURA SENSITIVITY MEDITATION
You can always sense when a creature or magical If you remain stationary for 1 minute while out of
effect that emits a Chaotic, Lawful, Good, or Evil aura combat, you can enter a meditative state that grants
is within 30 feet of you, but cannot determine how advantage on Perception checks made to perceive
many there are, or their type or location. You can with senses other than sight. Additionally, If you remain
spend 1 exertion to ask your Narrator a yes or no in this state for an additional 10 minutes, you can
question about the aura or auras you are sensing. reduce your strife by up to one level for 4 hours.
Moving from your space or entering combat ends the
DIVINE COMMUNION state.
Prerequisites: 9th level, Spiritual Communion
Through intense cultivation, the secrets of the world lay SPIRITUAL COMMUNION
bare before you. While in your meditative state, your Prerequisites: 5th level, Meditation
tremorsense and blindsight increase by 30 feet, and Your understanding of the world grows through
you may spend 2 exertion to cast the divination spell contemplation. While in your meditative state, you gain
without needing material components. 30 feet of tremorsense and blindsight (or increases by
30 if you already have either), and you may spend 1
exertion to cast the augury spell without needing
material components.
THUGGISHNESS
You gain pro�ciency with Intimidation. While you are
interacting with a creature within 30 feet of you, you
can spend 1 exertion to learn the following facts:
• The creature’s CR
• Its highest or lowest ability score (your choice)
• Its general inclination toward violence
WANDERER’S DEVOTION
Prerequisites: Religious Training
You gain an expertise die on Religion checks. You may
treat a holy relic (small idol, totem, prayer beads) as
if it were a sacred site for the purposes of the
Religious Devotion downtime activity. Additionally, you
can perform the Religious Devotion downtime activity
in only an hour by using a special ritual. Once you use
this ritual, you cannot do so again for one week.
EMPATHIC DRIVE
You can sway the hearts of others for you know what
lies within. You gain pro�ciency in Insight. Whenever
you make a Persuasion check, you can spend 1
exertion to make an Insight check instead.
INTUITIVE STEALTH
Sharp eyes make for lighter feet. You can always add
your Wisdom modi�er to Stealth checks in addition to
other modi�ers.
6
ADVENTURING TRICKS
— BARD —
ADVENTURING TRICKS
BLEND INTO CROWD PARABLE
You easily �t in wherever you go. You gain pro�ciency You gain an expertise die on Performance checks. In
with Stealth. If you are already pro�cient with Stealth, addition, you can spend at least 1 minute telling a
you instead gain an expertise die. In addition, in any story, which allows you to substitute Performance for
urban environment, such as a city estate, guard any Persuasion or Deception check made to convince
barracks, or guild hall, people just assume you belong. someone to follow a course of action provided you can
You automatically succeed on any check to plausibly tie it into the moral of the story.
impersonate a basic worker, servant, or low-level
member of an organization and are granted any
privileges and access such a person would have unless
there is an obvious reason you don’t belong (such as
being the wrong creature type or the organization
being so small that everyone knows each other by
name).
MUSICAL SAVANT
You gain an expertise die on checks with any musical
instrument you are pro�cient in (including any musical
instrument pro�ciencies you gain in the future). You
may learn or teach an instrument pro�ciency in half
the usual time using the Train downtime activity and SHOWSTOPPER
suffer no penalties for not having a tutor. Prerequisites: 13th level, d8 expertise die on
Performance checks.
NAMELESS Your expertise die on Performance checks increases to
Your name is writ in water, and people easily forget 1d10. You may use Performance in place of an
your face despite any current fame you may currently Intimidation check when convincing opponents to
enjoy. By taking 1 minute of preparation, you remove surrender or stand down from battle.
signifying details people usually associate you with
(such as glasses, a scarf, or an outlandish out�t) and REQUIEM
assume an alter ego who is totally forgettable. Anyone You can perform a 10-minute song over a corpse as
outside of close friends and contacts must make a DC part of a special ceremony. Make a DC 15
15 Intelligence check to attempt to remember your Performance check; on a success you learn whether the
name, alias, or speci�c details about you; on a failure target died of natural causes, by accident, or was
they remember only the most basic details but nothing murdered. You may learn other details at the
suf�cient to easily identify you, and they may not Narrator’s discretion.
attempt another check until they encounter you again.
Your Prestige Rating while assuming this alter ego is RESONATING KEY
always treated as 0. Your music has percussive force. You gain an expertise
die on either Performance checks or any check with a
musical instrument. You may use Performance or a
musical instrument pro�ciency in place of a Strength
check to break bonds, burst open doors, and shatter
glass and may always use Charisma for this roll.
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DEVELOPED TALENTS
— BERSERKER —
DEVELOPED TALENTS
GENTLE SOUL IMPRESSIVE MIGHT
Your nature may intimidate your enemies, but never Between your bearing and your skills, people stop to
your friends. Children and animals, as well as the very watch you show off your abilities. You gain an
old, instinctually trust you, and you gain an expertise expertise die on Performance checks that utilize your
die on Persuasion and Animal Handling checks against physical prowess, and you have advantage in games
them. of strength such as arm wrestling, shot put, or caber
tossing.
Additionally, when you take this knack, you gain one
minor skill or hobby, such as whittling, whistling, IRON STOMACH
cooking, or knitting. When you make a Persuasion or You can eat or drink things that would disgust or
Animal Handling check where you can apply that disable most people. You have advantage on saving
minor skill or hobby, your expertise die increases to throws made against ingested poisons, and while you
1d6. can get drunk, you can always will yourself sober
again as an action. In addition, so long as you do not
HARD LABOR HERO critically fail a check made while taking the Hunt and
Your strength of will is respected in many trades. You Gather activity, you still �nd edible Supply as per a
may spend eight hours working with others at a trade success, although on a failure, the result can only be
where hard work and strength of personality are tolerated by you.
respected, such as logging, mining, or wrangling, to
gain the ability to call on the other workers for one TRAILBLAZER
favor. The favor must be within your colleagues’ ability Your imposing will clears the path for all. You gain an
to perform, and they will not work against their own expertise die on Athletics and Engineering checks
self-interest. Example favors include rallying a group made to clear a path, brace a structure, or move a
to back you up when confronting a powerful individual, heavy object out of the way.
helping to construct (or deconstruct) a structure,
spreading the news of your heroism around the WILD CRAFTER
community, or providing you with a critical piece of You know how to make the wilds serve you. You make
information about local affairs. Survival checks to harvest materials from fallen
creatures at advantage. In addition, you accomplish 1
If you do not call in this favor within a month, the week’s worth of crafting in 8 hours so long as you are
goodwill dissipates. If you work for a week, the favor only using materials that you yourself foraged.
can be called in within six months; if you work for a
month, the favor can be called in any time in the next
year. WILL OF AGES
Prerequisites: 3rd level
HORSEMAN’S WORD You have hardened yourself to all but the worst. Once
Prerequisites: 3rd level per day, you can spend one use of your rage to ignore
a level of fatigue or strife for one hour. Also once per
When an animal �rst encounters your might, you can day, you can spend one use of your rage to ignore all
cow them. When you grapple a creature with the levels of fatigue or strife for one minute. If you select
beast creature type, you may spend a bonus action to this option, you gain a level of fatigue or strife after
whisper a threat into its ear. The creature understands the duration is up.
the intent, if not the words, and must make a Wisdom
saving throw against your maneuver DC. On a failure,
the creature becomes docile and biddable for ten
minutes, after which it reverts to its normal behavior.
While the creature is affected in this way, it will not
attack and will follow commands that do not
counteract its nature. If it takes damage or is
commanded to act against its nature (such as asking a
cow to cross a cattle guard), it makes another Wisdom
saving throw. On a success, the effect ends.
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DEVELOPED TALENTS
9
SIGNS OF FAITH
10
SIGNS OF FAITH
— CLERIC —
SIGNS OF FAITH
ALL CREATURES GREAT AND SMALL KEEPER OF SACRED MYSTERIES
Prerequisites: cannot have the Severity principle of Your religious training or practice includes producing
devotion beautiful calligraphy and illuminations of sacred texts,
You have an af�nity for animals and they tend to trust but also the heavy responsibility of hiding the secrets
you. You can always use Wisdom for Animal Handling of your faith in those same texts. You gain pro�ciency
checks and if a creature of the Beast type would with calligrapher’s tools.
normally be indifferent to you, it is friendly instead.
This has no effect on creatures that would normally be In addition, when writing religious texts you can
hostile, even if you have a similar feature or bene�t encode hidden meanings or messages into the text. The
that would make a hostile creature indifferent. apparent text (which usually contains more standard
religious instruction and wisdom) must be at least four
times longer than the hidden message.
BLESSING OF WAR
Your faith has a martial aspect and you can bless the Other creatures who are strongly af�liated with your
weapons of the faithful. When you �nish a long rest, faith such as other clerics of the same tradition or the
you can touch a weapon and bless it. Until the start of
supernatural servants of your higher power can �nd
your next long rest, the �rst time the weapon blessed and read the message automatically with no check
this way would break, it does not break and loses the required, and you can do the same with similarly-
blessing instead. If the wielder of the weapon has an hidden wisdom or messages from them.
exertion pool and it is empty, they can also dismiss the
blessing as a bonus action to recover 1 point of Creatures from outside your faith or tradition can
exertion. spend a minute to make a Religion check against your
spell save DC to detect the presence of a hidden
CANTOR message, and are able to read the hidden message if
You have been trained as a religious musician and can they succeed by 5 or more.
inspire the faithful with your songs. You gain
pro�ciency with the Performance skill and a musical
instrument of your choice. You can always use Wisdom MESSAGE IN DREAMS
Prerequisites: 9th level
when making Performance checks or checks with
musical instruments you are pro�cient with. You can come to others in dreams, conveying the word
of your faith. You always have the dream spell
CONFESSOR prepared, and it is considered a cleric spell for you.
People tend to trust you and want to open up to you, You can cast it as part of taking a long rest without
even without prompting. At the Narrator’s discretion, using material components or a spell slot. When you
characters you talk to will often volunteer details cast the spell in this way, you must be the messenger
about their lives and their struggles. You have an and cannot terrorize the target.
expertise die on Insight checks and gain the Insight skill
specialty of reading emotions. In addition, when taking MONASTIC FOODSTUFFS
the Gather Information downtime activity or the Gossip You come from a religious order that creates some
journey activity, you can choose to roll Insight instead kind of foodstuff as part of monastic practice.
of Investigation or Persuasion for the check. Common variations on this theme are bread, cheese,
beer, and wine, but it can be almost anything. You gain
ECCLESIAL SPEECH pro�ciency with brewer’s supplies and cook’s tools. In
Your faith has a stronger-than-normal focus on addition, your order has carefully created and
language as a component of its religious training. You maintained a small collection of secret recipes. Trade
learn two languages from the following list: Abyssal, goods you produce with cook’s tools or brewer’s
Celestial, Infernal, and Primordial. In addition, you supplies have double their usual value. Finally, your
learn Ecclesial Speech, which is a secret language culinary knowledge is re�ned enough that you can
known only to other members of your faith or order identify spices and other foodstuffs by appearance
with its own spoken, written, and signed forms. and smell and can tell cheap or fake imitations from
the genuine article without the need for an ability
check.
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SECRETS OF NATURE
— DRUID —
SECRETS OF NATURE
BEYOND NATURAL HORSE WHISPERER
There are many creatures normally regarded as You share a kinship with the strong and the swift, and
unnatural, but in your heart these creatures still have a you easily ride together and share each other's
right to exist and a place within the natural world. You burdens. You gain an expertise die on Animal
gain an expertise die on Animal Handling checks Handling checks regarding horses and other pack
regarding monstrosities and may treat non-sentient animals.
monstrosities as if they were beasts for the purposes of
Animal Handling. In addition, spells and features that In addition, you can spend 10 minutes bonding with
allow you to communicate with beasts apply to any mount. You treat mounts you bond with in this way
monstrosities as well. as if they had the loyal and willing mount traits while
you are bonded with them. When you bond with a
mount you lose any previous bonds with other mounts
made in this way.
PREDATORY AURA
You regard yourself as an apex predator sitting atop
the natural world rather than living harmoniously with
it, and creatures can sense your predatory intent. You
gain an expertise die on all Intimidation checks
BIRDSINGER regarding beasts and plants.
Prerequisite: A Way With Animals
You share a kinship with the feathered and taloned, In addition, whenever a beast or plant attempts to
and the chorus of morning birdsong is akin to your attack you, they must make a Wisdom saving throw
daily news. You gain an expertise die on Animal with a DC equal to your spellcasting DC. On a failed
Handling checks regarding birds and other feathered save the creature is frightened of you for 1 minute. On
creatures. a successful saving throw creatures are immune to this
effect for 24 hours.
In addition, at dawn you can spend 10 minutes and
join the chorus of morning birdsong and converse RODENT HEART
about local events. If you do, you learn the following You share a kinship with the small and furry, and share
information regarding the area of the surrounding 5 their nervous energy and penchant for small spaces.
mile radius: You can move through spaces one size smaller than
your own without squeezing. In addition, your �ight
• Any notable locations that differ greatly from the re�ex is so high-tuned that you may move normally
surroundings in the area. while surprised, but you can only take the Dash action,
and you still cannot take other actions or reactions
• Any unusual movements of creatures within the last when surprised as normal.
24 hours within the area.
• Any predators or other threats to birds within the
area.
• Any other notable events within the area that
would be visible from the air within the last 24
hours.
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SECRETS OF NATURE
13
SOLDIERING KNACKS
14
SOLDIERING KNACKS
— FIGHTER —
SOLDIERING KNACKS
BUILT IN A DAY FRATERNIZE
You gain pro�ciency with carpenter's tools, or an You gain pro�ciency in Culture, or an expertise die if
expertise die if you are already pro�cient. With the you are already pro�cient. If you spend 1 hour in a
appropriate tools and access to raw materials, you given community (such as a small town, noble’s court, or
can quickly construct simple wooden structures, such as criminal underworld) listening, talking, and getting to
a log bridge, barricade, or perch. A Medium structure know people, you learn the prevailing feelings and
takes you 10 minutes to build, a Large structure takes major happenings in the community, including any
1 hour, and a Huge structure takes 8 hours. These important recent or upcoming events, common gossip,
structures are crude, improvised, and fall into disrepair important �gures and rivalries, and general attitudes
and become unusable after 24 hours unless you spend of the members. At the Narrator's discretion, you may
an equal amount of time again to maintain them each receive more or less information depending on how the
day. inhabitants of the settlement perceive you.
15
DIVINE LESSONS
— HERALD —
DIVINE LESSONS
HOSPITALLER RIDE LIKE HEAVEN
You gain pro�ciency with Medicine, or an expertise die You gain an expertise die on Animal Handling checks,
if you are already pro�cient. You can always use and you can channel healing power into your mount,
Charisma when making Medicine checks. soothing tired muscles and calming its pounding heart,
allowing it to brie�y exceed its normal limits. While
KNOW IT WHEN I SEE IT riding a mount, you can spend 10 Lay on Hands points
You have learned to separate the genuinely dangerous to allow your mount to move at a gallop speed for an
from the merely transgressive and provocative. You additional hour. Once a given mount has been
gain pro�ciency with the Arcana skill or an expertise affected by this feature, it cannot be affected again
die if you are already pro�cient. You also gain the until it has �nished a long rest.
aberrations and forbidden lore Arcana skill specialties.
You can always use Charisma when making Arcana SENSE HAZARD
checks. Your Divine Sense can warn you of environmental
hazards. Depending on which creature type pair you
KNOW THINE ENEMY are attuned to, you can sense if you are within a mile
When you make a check using a lore skill to recall of an area of a hazard or hazards associated with
information about a creature that is of a type you those types as indicated below. In order for this
could detect with your Divine Sense, you are always feature to work, “hazard” is de�ned by qualifying for
treated as pro�cient with a relevant skill. If you are the encounter element listed; this will not pick up a
already pro�cient with a skill that could be used to candle �ame, a bottle of vinegar, someone’s
discover or learn information about the creature, you magnetized compass needle, an icebox, or other
gain advantage on the check instead. innocuous, typically non-hazardous occurrences of
these conditions. You also know the general directions
LEAP OF FAITH (compass points) of any hazards detected.
Your long jump distance increases by 10 feet and your
high jumps are increased by 5 feet. You only need 5 • Celestials and Fiends. Acid, extreme heat, �re, lava,
feet of movement to initiate a long jump. memory crystals
• Fey and Elementals. Acid, extreme cold, extreme
REVERENT ARMORER heat, �re, lava, poisonous plants
You gain pro�ciency with your choice of either smith’s • Aberrations and Undead. High gravity, low gravity,
tools or sewing kits and an expertise die on checks to magnetized ore, miring ground, vacuum
repair weapons and armor. When you repair a suit of
armor, you can spend a point from your Lay on Hands
pool to bless it. The wearer can spend an action to NOTE ON HAZARDS
invoke the blessing, gaining one of the following The hazards referenced above can be found
bene�ts: in Trials & Treasures, Ch. 3: Encounter Design,
Encounter Elements
• The armor sheds dim light in a 10-foot radius for
one hour.
SHOULDER THE BURDEN
• The armor gains the comfortable trait for one long Your carrying capacity is treated as if your Strength
rest. score was 2 points higher than it is and you can carry
an additional bulky item.
If the wearer is reduced to 0 hit points with the
blessing in place, they receive an expertise die on their
�rst death saving throw. The blessing dissipates if the
wearer removes the armor or �nishes a long rest.
Alternatively, you can spend an hour working with an
intact suit of armor to impart the blessing. You may
only have one such blessing active at a time.
16
DIVINE LESSONS
17
LESSONS OF WAR
— MARSHAL —
LESSONS OF WAR
ARTILLERY ENGINEER MARCHING FIT
You have spent long hours studying blueprints for siege
weaponry and have learned how they work. You gain Keeping soldiers’ feet in marching shape starts with
pro�ciency in Engineering, or an expertise die if you the right footwear. You gain pro�ciency in cobbler’s
are already pro�cient. Additionally, you gain the tools. By spending 1 hour (which may be part of a
siegecraft specialty in Engineering. short or long rest) with cobbler’s tools and a pair of
mundane boots or other footwear, you may
temporarily modify them to suit one form of dif�cult
terrain, such as slick ice or deep mud. While these
boots are worn, the wearer’s movement is not impeded
by the dif�cult terrain selected at the time of
construction. This modi�cation lasts for 1 week unless
you spend another hour to replace or reinforce the
modi�cation, which resets the remaining time.
18
EXPLORATION KNACKS
— RANGER —
EXPLORATION KNACKS
ALL TIED UP SMOKE SIGNALS
As an action, you can undo a single knot you made in You can use a mirror, camp�re, or other object that
a cordage while holding it, regardless of your distance emits light or smoke to communicate over great
from the knot. Creatures other than you have distances. On a clear day or night, the signal can be
disadvantage on skill checks and saving throws made seen up to 10 miles away, or only 1 mile during
to untie your knots or escape bondage made by you. inclement weather. It takes 10 times longer than
speaking to convey information in this way, and you
CLIFFHANGER may only communicate simple ideas and concepts. Your
When you start falling, you can use your reaction to allies automatically understand the meaning of your
make a Strength or Dexterity saving throw against the signals. Additionally, when you see similar signals from
DC of whatever effect caused you to fall, or a DC of others, you always understand their meaning,
10 if there is no obvious DC. On a success, you reach regardless as to whether they are your ally or not.
out and grab a ledge that can support your weight (if
one is available) and stop falling. If you do not have STUDIED MEDIATION
an open hand to grab the ledge, you can drop an item If a creature other than you makes a Deception,
you are holding as part of this reaction. Intimidation, or Persuasion check while communicating
with one of your studied adversaries, and both of them
FIRST AID can see or hear you, you can use your reaction to
During a short rest, you can give special care to a make the same check. You can replace their roll with
wounded creature (including yourself) by spending 10 your own, potentially changing the outcome.
minutes and one use of a healer’s satchel. A creature
treated in this way regains 1 additional hit point per
hit die it rolls during the short rest.
NATURAL REMEDIES
Once between long rests, you can spend an hour
collecting ingredients and brew two servings of a
herbal drink that is potent for 24 hours. Imbibing a
serving suppresses the effects of any ongoing diseases
and grants advantage on all saves against diseases
for 4 hours.
OUTLAND GOURMAND
Even hardtack looks appetizing when prepared by
you. You gain pro�ciency in cook's utensils, or an
expertise die if you are already pro�cient.
Additionally, you gain advantage on checks made to
use the Cook journey activity.
19
SKILL TRICKS
— ROGUE —
SKILL TRICKS
BODY DOUBLE
Prerequisite: 13th level, d8 expertise die on checks with
disguise kit
Your expertise die on checks using a disguise kit
increases to 1d10. In addition, you have a special
inexperienced follower called a Body Double who
looks identical to you and who can attend public
gatherings in your stead, providing you a valuable
alibi and acting as a decoy. If your Body Double dies,
you can hire a new one for 500 gold, though you may
only have one Body Double at a time. This follower
does not count against your normal limit.
COUNTERFEIT CURRENCY
Prerequisite: 13th level, d8 expertise die on checks with
a forgery kit
Your expertise die in checks using a forgery kit
increases to 1d10. In addition, you have mastered the
dastardly art of coin clipping and counterfeiting
banknotes and bonds. You may maintain a rich
lifestyle without paying for it, and you earn double the DICE CONTROL
amount of gold when performing the Illegal Work You gain an expertise die in Sleight of Hand checks
downtime activity when making checks using a forgery and checks with any gaming set. In addition, you gain
kit. When performing this downtime activity, you may advantage on Sleight of Hand checks when cheating
choose to attempt work of a Nearly Impossible at gambling and other games.
dif�culty, which requires a DC 30 check, affords a rich
lifestyle, and rewards 10d6 x 3 gold (before
doubling). If you are not caught during this downtime NOTE ON SLEIGHT OF HAND
activity, you are assumed to have successfully It is recommended that Sleight of Hand be
exchanged your false funds for genuine money. added to the list of skills that can be
improved through the Expertise Training and
Extra Skill Training skill tricks.
FAKE ID
You gain pro�ciency with checks using a forgery kit. If
you are already pro�cient with checks using a forgery
kit, you instead gain an expertise die. In addition, you
have numerous false pieces of identi�cation (a mix of
real and �ctional identities). You can present your fake
identi�cation to make a prestige check (using your
normal prestige rating) to convince someone you are
one of these fake identities in order to gain an
audience or call in a favor. You may add your
expertise die (if any) on checks using forgery kits to
this roll. Anyone who is suspicious of your identi�cation
can attempt to detect the forgery by making an
Investigation check with a DC equal to your passive
check using a forgery kit.
20
SKILL TRICKS
21
ARCANE INNOVATIONS
— SORCERER —
ARCANE INNOVATIONS
90% PERSPIRATION BREATHLESS
Prerequisites: Corrosion Manifestation You can spend a minute respirating normally and
You can release acidic sweat from your skin corrosive focusing on your breath. For the following hour you do
enough to dissolve non-magical material or burn not need to breathe.
creatures. You are immune to the acid you produce.
The acid’s potency is determined by the time spent CLAIRVOYANCE ENOUGH
producing the dose: You cast your gaze inward, and a hidden place
reveals itself to you. Name a speci�c, immovable
TABLE: ACIDIC SWEAT location on the same plane that you are seeking and
Time Burns Through Acid Damage spend 1 sorcery point. After 10 minutes of continuous
focus, you know the distance and direction of the
1 min 1 cubic inch of 1 damage location from your current position.
cloth or rope
5 min 1 cubic inch of 1d4 ongoing By spending an additional sorcery point you also learn
leather or wood damage, 2 rounds of one previously unknown obstacle that stands
10 min 1 cubic inch of 2d4 ongoing between you and the destination. At the Narrator’s
metal damage, 3 rounds discretion, information about this obstacle may range
from cryptic or crystal clear. Spending any additional
The sweat may be collected and stored in a glass vial, points on subsequent uses of this feature does not
but it loses its potency and can no longer dissolve reveal any additional obstacles but may yield new
material after 24 hours. information about the obstacle.
Once you use this feature for a total of 10 minutes, CRUISE CONTROL
you may not do so again until you complete a long You can spend 1 sorcery point to touch a vehicle and
rest. pilot it along your intended course for up to 8 hours
while you rest. During this time you still gain the
ANTI-VENOM bene�ts of completing the rest. Living creatures that
Prerequisites: Venom Manifestation are required to pull, push, or otherwise propel a
vehicle (e.g. the oxen for an ox-drawn wagon) are
You can spit out an antidote for a speci�c poison after considered to be resting as well.
identifying it and resisting its effects. To identify it you
may use an action to touch and taste a small amount The vehicle will follow the path you predetermined
of the poison and make a saving throw against the (e.g. road, waterway, or heading towards a
poison with advantage. On a success you produce and destination) but will not avoid obstacles that you were
spit out enough antidote doses to heal 1d4 poisoned
unaware of prior to taking your rest. For example if
creatures. On a failure you suffer the effects of the you are aware of a large pothole on the road ahead
poison, but after 1 minute you can still produce 1 dose or rocky outcrop in the sea, the vehicle will go around
of the antidote. The antidote loses its potency and can it, but if you are unaware that a bridge further on has
no longer counteract the poison after 24 hours. been burned down or that a kraken has recently
surfaced along your ocean route, the vehicle will make
Once you use this feature, you may not do so again no attempt to change course.
until you complete a long rest.
You cannot stop the vehicle, use a vehicle action, or
ARCANE VIGILANCE change course without interrupting your rest.
You learn the alarm spell, which becomes a sorcerer
spell for you, and you may cast it as a ritual. When
you cast this spell, you can choose a number of EYES OF THE STORM
Prerequisites: Hurricane Manifestation
creatures equal to your pro�ciency bonus that you can
see who will hear the silent alarm when it goes off. You can accurately predict the next 24 hours of non-
magical weather in your current location, and you have
advantage on checks to navigate, �nd shelter, hunt, or
gather in fog or inclement weather (e.g. heavy
precipitation or strong winds).
22
ARCANE INNOVATIONS
23
INVOCATIONS & SECRETS OF ARCANA
— WARLOCK —
INVOCATIONS
A BLADE, YET NOT A BLADE MANUAL OF DESTRUCTIVE SECRETS
Prerequisites: Pact of the Blade, 7th level Prerequisites: Pact of the Tome, 9th level
You may use your pact weapon as a spellcasting focus You decode magic sigils of power in your Book of
for warlock spells, and the following eldritch Shadows. You may add one spell each of 1st, 2nd,
invocations can be used on attacks with your pact and 3rd level from any class list to your tome. These
weapon in addition to Eldritch Blast: Eldritch Grasp, count as warlock spells for you, do not count against
Eldritch Elementalism (applying only to the your maximum number of spells known, and you may
bludgeoning, piercing, and slashing damage of the cast each of these spells once per long rest without
weapon itself, not bonus damage of other types form expending spell points.
magic weapons or class abilities), Eldritch Tentacle,
and Repelling Blast. SPIRIT BINDER
Prerequisites: 5th level
You learn the spirit guardians spell, and the spell
doesn't count against your number of spells known.
— WARLOCK —
SECRETS OF ARCANA
GUIDING WILL You also have an expertise die on perception checks
Prerequisites: 11th level made to avoid being surprised by qualifying
You have an expertise die on checks made to avoid creatures.
becoming lost.
TOME OF FORBIDDEN KNOWLEDGE
You may also cast the �nd the path spell at will without Prerequisites: Pact of the Tome
expending spell points. When doing so it does not Your Book Of Shadows serves as a masterwork book
require concentration and lasts until you visit the chosen on a plethora of eldritch secrets. By spending 1 hour
location or until you cast it again rather than 24 hours. reading your Book of Shadows (which may be part of
a short or long rest), you may select a number of
In addition, you may choose a speci�c immovable specialties in Arcana, History, and/or Religion equal to
location you have not been to before. Once you have half your spellcasting ability modi�er (minimum of 1)
used this option, you may not do so again until you and gain an expertise die on checks made regarding
have visited the chosen location. the chosen specialties. Each time you study the book in
this manner, you may replace any or all of these
INVERTED GAIT selections with new ones.
Prerequisites: 7th level
You are under the permanent effect of the spider climb In addition, while you have access to your Book of
spell. Shadows you may perform the research downtime
activity without needing access to a library.
THOUGHTSENSE UNNATURAL WARNING
Prerequisites: 11th level
You gain an expertise die on saving throws against
You are subtly aware of the presence of nearby traps. In addition, you may cast the �nd traps without
thinking creatures. You can use an action to scan for expending spell points once per short or long rest.
thinking creatures within 30 feet that you can’t see.
This can only detect creatures with an Intelligence of 4
or higher and that speak or understand at least one
language. If you detect the presence of a creature in
this way, you gain an expertise die on Perception
checks made to locate them. The ability penetrates
most barriers but is blocked by 2 feet of stone, 2
inches of common metal, or a thin sheet of lead.
24
INVOCATIONS & SECRETS OF ARCANA
ARCANE
SECRETS
INNOVATIONS
OF ARCANA
25
INVOCATIONS
ELECTIVE STUDIES
& SECRETS OF ARCANA
26
ELECTIVE STUDIES
— WIZARD —
ELECTIVE STUDIES
ASTUTE ASTROLOGER POINTY HAT AND FLOWING ROBE
You are a careful student of the skies. You gain You are an authority in matters of magic, and your
pro�ciency with navigator’s tools, or if you are bearing and accoutrements communicate that fact to
already pro�cient, an expertise die on checks made great effect. While your identity is not concealed, you
using them. In addition, you always know which way is gain an expertise die on Persuasion and Intimidation
north and how long it will be before the next sunset or checks against creatures who cannot cast spells or
sunrise. whose maximum spell level is no higher than half of
yours (rounded up).
COMPONENT COLLECTOR
You have a nose for �nding spell components. You RIDDLESPEAK
have advantage on checks made to use the Gather You gain an expertise die on Intelligence checks made
Components journey activity. On a success, you also to solve riddles and puzzles. In addition, you can
�nd additional components worth an amount of gold easily avoid speaking directly by cloaking your
equal to your Intelligence modi�er (minimum of 1), or meaning in wordplay and allusions, allowing you to
twice that amount on a critical success. hide a short message within other speech or writing.
Most creatures will take your words at face value, but
suspicious creatures may make an Intelligence (Insight)
NOTE ON GATHER COMPONENTS check against your spell save DC to notice that you
Trials & Treasures speci�es that you can roll have hidden a message in your words. On a success of
with disadvantage when Gathering 5 or more, they also learn your hidden meaning. When
Components to �nd a speci�c component you use this ability, you may include speci�c tells and
you’re looking for worth less than 100 gold. points of reference in your riddlespeak to allow
creatures you choose and with whom you are familiar
to automatically succeed on the check.
CURIOUS CORRESPONDENT
Prerequisites: able to cast �nd familiar TEXT SAVVY
When you cast �nd familiar, the range at which you Prerequisites: able to cast comprehend languages
can communicate with your familiar and use its senses Whenever you cast comprehend languages, the range
instead of your own becomes unlimited. While you are at which you can understand written languages
using your familiar’s senses, you may also speak extends to 60 feet, you can read 10 times faster than
through your familiar, causing them to replicate the you would normally be able to, and you gain an
sound of your voice exactly. expertise die on Insight checks made to understand
and interpret written information. These bene�ts last
EAGER PUPIL for the duration of the spell.
You are quick of study and always on the lookout for
new teachers. You require only half the usual gold and WIZARD’S WISDOM
time to perform the Research downtime activity. In Your studies have taught you many secrets, including
addition, after speaking with a person for at least 1 those of the soul. You gain an expertise die on Insight
minute, you can use an action to make either an Insight checks and can always choose to use Intelligence when
or Arcana check against their passive Deception. On a making Insight checks.
success, you learn the following information about
them:
27
ABOUT THE AUTHORS
28
ABOUT THE AUTHORS
29
LEGAL
13. Termination: This License will terminate automatically if You fail to comply
LEGAL with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination
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OPEN GAME LICENSE Version 1.0a 14. Reformation: If any provision of this License is held to be unenforceable, such
The following text is the property of Wizards of the Coast, Inc. and is Copyright provision shall be reformed only to the extent necessary to make it
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copyrighted material including derivative works and translations (including
into other computer languages), potation, modi�cation, correction, addition, A5E System Reference Document (A5ESRD). Copyright 2023, EN
extension, upgrade, improvement, compilation, abridgment or other form in Publishing (www.a5esrd.com). Based on Level Up: Advanced 5th Edition (www.
which an existing work may be recast, transformed or adapted; (c) levelup5e.com).
"Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly
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