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Pneumonist: Mastering Gemforged Weapons

The document describes the Pneumonist, a class of adventurers who blend magic and craftsmanship to create powerful weapons known as Gemforged Weapons. These warriors utilize various elemental effects and abilities to manipulate their opponents in battle, leaving behind a legacy through their creations. The text outlines the class features, abilities, and mechanics associated with the Pneumonist, emphasizing their unique approach to combat and resourcefulness.

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lucusbejar
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0% found this document useful (0 votes)
221 views15 pages

Pneumonist: Mastering Gemforged Weapons

The document describes the Pneumonist, a class of adventurers who blend magic and craftsmanship to create powerful weapons known as Gemforged Weapons. These warriors utilize various elemental effects and abilities to manipulate their opponents in battle, leaving behind a legacy through their creations. The text outlines the class features, abilities, and mechanics associated with the Pneumonist, emphasizing their unique approach to combat and resourcefulness.

Uploaded by

lucusbejar
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

The Halogen Hope

igh in a tower of brilliant crystal, stone,

H
and magic, a wizard contemplates the
movements of the elements. He witnesses
planes crossing, power pulled from sources
grand and varied, gazing to the cosmos. He
cannot help but notice the shining capital
city down the mountain. Its spires reach
high and cover some of the sea of stars. It is in this
moment that his questions shift. Why must the grandeur
of the stars, or of the endless arcane unknown,
overpower the pure beauty and productivity of those
alive on the surface of his meager world?
Said questions lead to blueprints. To containment,
and to hiring eager adventurers willing to test volatile
elements. Studying chemicals and light passed through
specialized gemstones. From the dreams of a wizard
and the tireless efforts and feedback of a community of
adventurers, the Pneumonist was refined and perfected.
Armed with weaponry that shines with the light of
civilization, toting tools of containment and application,
these sparkling soldiers of the modern world emerged.
To claim and to apply the knowledge of the fantastical
down a blade made by their own hands, the Pneumonist
distills down the raw elements of the world into pure
and esoteric power.
At least… that’s how the story goes. In fact, the
blueprints of the varying uses of the Pneumonist could
have come from any smith, or any strange mage
wanting to push their own unscholarly magic. Whatever
the reasoning, the Pneumonist’s power is not in
question. Dancing through a battlefield, their bladework
renders opponents either uselessly weightless, or so
gargantuan that they can no longer fight. What the
Pneumonist causes in bloated harm, they embrace in
swollen grace. The glimmering swing of a Gemforged
blade is worthy of song, if anyone were willing to admit
it; that a field of distended opponents was so grossly
efficient at resolving combat.
What they say about you, Pneumonist, doesn’t matter.
You will leave behind a wake of spherical trouble, for
good or ill. More important than your skills, is your
legacy; For your Gemforged blade will live far longer
than you will.

2 Prelude
Pneumonist
ome adventurers prefer the smell of steel

S
and fire in battle. Others prefer a more tactile
approach of an operation executed with
precision. Further still, some prefer to laugh
with friends and enjoy simple pleasures. The
Pneumonist is after the pursuit of all of these
things with the use of expansion-enabling
tools and weaponry. Part artisan, part apothecary, one
could argue their relation to the Artificer’s line of work,
but a more insightful eye would show that they have
much different ambitions than a head full of magic,
wires, and gears.
The Pneumonist is a resourceful expansionist, having
discovered that combining magic with a little
craftsmanship, one could indulge in their vices while
making use of them on daring adventures and exotic
travels.
APPLE Compatibility
For the sake of integrating this class into the myriad types of
expansive adventures, we offer APPLE percentiles. APPLE,
APPlicable Levels of Expansion, is meant to offer a way to
easily convert the Pneumonist into many styles of expansive
tabletop!
APPLE is also free! You can get it here!

Pneumonist
Level Proficiency Bonus Features Cartridge Capacity
1st +2 Gemforging, Basic Containment, Crack Down, Crack Open 2
2nd +2 Dram Flask, Radial Step 2
3rd +2 Elemental Tempering, Overshine 2
4th +2 Ability Score Improvement 3
5th +3 Extra Attack, Advanced Containment 3
6th +3 Tempering Feature, Rotund Retreat 3
7th +3 Gemforging Improvment, Blowback Chamber 4
8th +3 Ability Score Improvement, Ballistic Momentum 4
9th +4 Forceful Exhalation 4
10th +4 Reactive Containment 5
11th +4 Tempering Feature 5
12th +4 Ability Score Improvement 5
13th +5 Revolver Drive 6
14th +5 Gemforging Refinement 6
15th +5 Fantastical Containment 6
16th +5 Ability Score Improvement 7
17th +6 Tempering Feature 7
18th +6 Perfected Gemforging 7
19th +6 Ability Score Improvement 8
20th +6 Containment Breach 8

Class Table 3
Class Features Gems come in two different types: Precious and
As a pneumonist, you gain the following class features. Crystal. Precious gems change the damage type of the
damage from the weapon they are socketed into, and
Hit Points Crystal gems give you or your weapon bonus affects
1d8 per pneumonist level which can be enhanced by the Overshine ability. Only
Hit Dice:
8 + Constitution modifier one type of precious gem can be socketted into a
Hit Points at 1st Level:
Hit Points at Higher Levels:1d8 (or 5) + your gemforged weapon.
Constitution modifier per pneumonist level after 1st Basic Containment
Proficiencies At 1st level, you gain access to the Basic Containment
Armor: Light armor, Medium armor element list and the ability to create Cartridges. You
Weapons: Simple weapons, Gemforged weapons may create as many Cartridges up to your current
Tools: Smith’s tools, one type of artisan’s tools capacity after a short or long rest, any attempt to create
Saving Throws: Strength, Intelligence any more than your capacity will render the oldest
Skills:Choose two skills from Acrobatics, Athletics, Cartridge inert. Cartridges are specialized containers
Investigation, Medicine, Stealth, and Survival for materials that may only be crafted by and used by
the Pneumonist.
Equipment Cartridge effects, upon use, last until the next short
You start with the following equipment, in addition to rest.
the equipment granted by your background: A pinch of Helium
infused dissolvent
membrane, and a s, some powdered
(a) a prototype gemforged short sword or (b) any spoonful of denw wyvern
as
simple weapon and apply heat un
til gaseous. One to
p honey. Mix the so
lution
(a) a dungeoneer’s pack or (b) an explorer’s pack and it can fell th uch of this in th
e innards
e most ferocous
(a) chain mail or (b) leather armor ‘felling’ is a rath of bandit or beas
t.
a bag of gemstones cut specifically for gemforging -Pnuemonist Clob
er ill fitting desc
ription of the pr
Though,
worth 0 gp berkobble ocess…

Gemforging
Beginning at 1st level, you can use a unique
blacksmithing skill called Gemforging. Using Smith’s
tools, you can add gemstone sockets to any simple
melee weapon, martial melee weapon or simple ranged
weapon during a long rest. Weapons crafted this way
are called Gemforged Weapons, you are proficient in
any Gemforged Weapon. The weapon becomes too
specialized by its function that it requires proficiency in
Gemforged Weapons specifically, regardless of the
previous form of the weapon.
You may use Strength instead of Dextrerity when
attacking with Gemforged Ranged Weapons.
All gemforged equipment has the Magic property, and
thusly cannot be made from an already magical or
artifact weapon. When creating a Gemforged weapon,
you may choose its base damage to be Slashing,
Bludgeoning, or Piercing. When forging gems into a
weapon, you cannot socket the same type of Gem twice.
You cannot create or equip more than one Gemforged
weapon, attempting to create another Gemforged
weapon requires dismantling the previous one until
18th level (see Perfected Gemforging for details).
When you create a Gemforged Weapon, it has 1
empty socket where you can install a Gem into. Gem
effects are always active on the gemforged weapon and
do not rely on the use of a cartridge. You can change the
socketed gem per short rest. You cannot have more
socketed gems than the maximum amount of sockets
you can add with your current Gemforging level.
4 Class Features
Gemforging Effects Overshine Effects
Gem Gem Effect
Gem Type Effect Quartz You instantly trigger the taunt effect on all
Ruby Precious Fire Damage creatures of your choice within 30ft. All chosen
Sapphire Precious Cold Damage creatures must pass a Wisdom saving throw to not
Topaz Precious Poison Damage be taunted. This does not require your weapon to
Opal Precious Thunder Damage have a Crack Down effect loaded.
Tanzanite Precious Lightning Damage Tourmaline The gem shines particularly bright for the duration.
Peridot Precious Acid Damage The first time any enemy walks into view of the
Amethyst Precious Psychic Damage weapon, they must make a Wisdom saving throw. If
Emerald Precious Force Damage they fail, they become blinded until the overshine
Onyx Precious Necrotic Damage effect ends.
Diamond Precious Radiant Damage Bismuth Gain an additional 10ft movement speed
Quartz Crystal If you use Crack Down on a targeted Lapis Your melee weapon gains 15ft of reach
creature, the target that is hit must pass a Lazuli
Wisdom saving throw against your Crack Agate Gain an additional +1 AC
Down DC. Upon failing they are goaded
into attacking you. If they try to attack a Perfected Gemforging Effects
target other than you on their next 3 Gem Bonus Effect
turns, they have disadvantage. Quartz Target has disadvantage on avoiding being taunted
Tourmaline Crystal Weapon emits 15ft of light on command Tourmaline Overshine lasts for 1 extra turn
Bismuth Crystal Gain +5ft of movement speed Bismuth Gain +5ft of movement more
Lapis Crystal See Overshine for Effects Lapis Weapon has Reach quality, +5ft to the range if
Lazuli Lazuli weapon already has the Reach quality
Agate Crystal Gain +1 AC Agate Gain +1 AC Extra

Gemforging Tables 5
Crack Down the targeted creature does not receive the initial APPLE
effects, if any. All secondary effects apply unless
Beginning at 1st level, you may use a bonus action to specified.
open and load a cartridge into your gemcrafted weapon. Damage dealt by effects gain an additional damage
The next time this weapon hits a creature, it expends die at 5th level. This increases to 2 additional dice at
the current cartridge and triggers the effects of the 10th level, 3 at 15th level, and 4 at 20th level.
element the cartridge contained, in addition to the base The saving throw DC for all Crack Down effects are
damage of the weapon. calculated as follows:
Each effect has a saving throw that a targeted Crack Down save DC = 8 + your proficiency bonus +
creature has to make. Upon a successful saving throw, your Intellegience modifier
Crack Down Effects
Element Skill Required Save Effect
Helium Basic Wis The target hit gains 50% APPLE Inflation and becomes dazed by the Helium fumes, gaining
Containment disadvantage on Attacks and Ability checks until the end of their next turn.
Carbon Basic Con The target hit gains 50% APPLE Weight Gain and takes 1d6 poison damage, or half on a successful
Containment saving throw
Sodium Basic The target hit and all enemies behind them in a 15ft long and 15ft wide cone take 2d4 force damage
Containment
Creatine Basic Con Target gains 50% Muscle. If they do not take their full movement next turn, they gain another 50%
Containment Muscle.
Xenon Advanced Wis The target hit gains 50% APPLE Inflation and must make an additional Constitution saving throw or
Containment gain a level of Exhaustion
Neon Advanced Wis The target hit gains 50% APPLE Inflation, emits 10ft of light, and takes 1d6 radiant damage, or half
Containment on a successful saving throw. Creatures cannot hide while emitting light and invisible creatures have
ther position revealed.
Iron Advanced Con The target hit gains 50% APPLE Weight Gain and takes 2d6 bludgeoning damage, or half on a
Containment successful saving throw
Taurine Advanced Con Target gains 100% Muscle, and takes their drawback damage from Muscle at the start of their turn
Containment for 3 rounds.
Hydrogen Reactive Wis The target hit gains 50% APPLE Inflation and immediately rises 5ft as if under Levitate. When target
Containment is struck with fire, lightning, or radiant damage after affliction, deal 2d8 fire damage, inflict another
50% APPLE Inflation, and remove Leviate if they have no Majority in APPLE Inflation.
Nitrogen Reactive Wis The target hit gains 50% APPLE Inflation. When struck with cold, thunder, or force damage after
Containment affliction, deal 2d8 cold damage and inflict 50% APPLE Weight Gain
Beta- Reactive Wis Target gains 100% Muscle and vulnerability to Slashing damage. When being dealt Slashing
Alanine Containment damage, they gain another 100% Muscle and the vulnerability is removed.
Chloride Reactive Con The target hit gains 50% APPLE Weight Gain. When struck with necrotic, poison, or acid damage
Containment after affliction, deal 2d8 poison damage and inflict another 50% APPLE Weight Gain
Soundblight Fantastical Con The target hit gains 50% APPLE Weight Gain and becomes afflicted by Soundblight for 1 minute.
Containment Every 2 turns, the afflicted must belch out energy that inflicts 50% APPLE Inflation to all creatures
within a 5ft radius unless they succeed on a Wisdom saving throw.
Faedust Fantastical Wis The target hit gains 50% APPLE Inflation and becomes afflicted by Faedust for 1 minute. While
Containment afflicted, if they are hit by physical, psychic, or force damage, they gain 50% APPLE Inflation. This
can only happen once per round. This duration is halved on a successful saving throw.
Aetherwake Fantastical Con The target hit gains 50% APPLE Weight Gain and becomes afflicted by Aetherwake for 1 minute.
Containment While afflicted, they must pass a Constitution saving throw every turn. On a failure, they take
another 50% APPLE Weight Gain. This duration is halved on a successful saving throw.
Terraquine Fantastical Con Target gains 100% Muscle, and continues to gain 50% Muscle at the start of their turn for 1 minute.
Containment They may choose to end this effect early. When choosing to end the effect early, they take the
drawback damage of the remaining rounds of APPLE Muscle that have yet to be inflicted.
Meltdown Containment Choose Inflation or Weight Gain upon applying the Cartridge to your weapon, the target hit gains
Breach 100% APPLE of chosen effect and is afflicted with Thermal Runaway for 1 minute. Every turn, the
afflicted and all creatures within 10ft must make a Constitution saving throw. Upon failure, they roll
1d10. If the result is an even number, they gain 50% APPLE Inflation. If the result is an odd number,
they gain 50% APPLE Weight Gain.

6 Crack Down Table


Crack Open Healing or Temporary Hit Points caused by chemical
cocktail effects gain an additional die at 5th level. This
Starting at 1st level, you can open one of your cartridges increases to 2 additional dice at 10th level, 3 at 15th
and create an ad-hoc mixture of varying chemicals from level, and 4 at 20th level.
your toolkit. These chemical cocktails vary based on the All Crack Open effects stack with APPLE Core and
materials available to you as a Pneumonist. The more APPLE STEM effects.
elements available to you, the more varied your arsenal
of drinks.
Crack Open Effects
Cocktail Skill Required Effect
Buoyancy Basic Upon drinking, gain up to 100% APPLE Inflation. Gain 15ft of movement speed and Levitate if 25%
Tonic Containment reguardless of movement penalties incured by APPLE Core.
Caloric Basic Upon drinking, gain 50% Weight Gain and the effects of an Overeat action.
Booster Containment
Steelclaw Basic Upon drinking, gain 50% Weight Gain, and you have advantage on checks to move, shove, or grapple
Cocktail Containment creatures for the next minute.
Stimulant Basic Gain 50% Muscle and ignore movement penalties from APPLE Core for 3 turns.
Sangria Containment
Diamond Advanced Upon drinking, gain 50% Weight Gain you can resist up to 5 damage against the next attack that hits you.
Daquiri Containment
Static Advanced Upon drinking, gain 50% APPLE Inflation and emit 60ft of light for the next minute. If you are struck by a
Draught Containment melee attack during this time, the attacker takes 1d6 lightning damage and cannot take reactions until the
start of their next turn.
Caffeine Advanced Upon drinking, gain 50% APPLE Inflation and 1d8 Temp HP. You ignore the penalties of Exaustion for up
Chaser Containment to 1 minute.
Tenacity Advanced Upon drinking, gain 50% Muscle. For the next hour, you do not roll Strain Saves. Every time a Strain Save
Tonic Containment would be required, you instead gain 50% of the STEM that triggered the Strain Save. This APPLE increase
does not cause a Strain Save.
Rising Reactive Upon drinking, gain 50% Inflation and immediately rise into the air for the next minute. You gain a free
Liquor Containment 15ft rise per turn that does not affect your movement or provokes opportunity attacks, but the movement
may only be used to move vertically, and must be taken every turn. You may end this effect by belching
out a 5 foot by 60 foot line attack that deals 3d6 fire damage. Doing this does not remove the 50%
Inflation, but does remove the rising movement requirement.
Frosted Julip Reactive Upon drinking, gain 50% Inflation and gain resistance to fire damage. As a reaction to getting hit with a
Containment melee attack, you can deal 2d6 Cold damage to the attacker.
Cauldron Reactive Upon drinking, gain 50% Weight Gain. While you have this Weight Gain, you gain the cantrip Acid Splash,
Ale Containment which follows its damage rules for your current level. You can end this effect early to breathe out a 30ft
cone, dealing 2d6 poison damage and making the area difficult terrain for the next minute.
Bitter Reactive Gain 100% Muscle. All weapons are now considered Improvised Weapons until the end of your next turn.
Accelerant Containment
Loudmouth Fantastical Upon Drinking, gain 50% Weight Gain. You can spend a bonus action and 25% Inflation to belch out a
Lager Containment loud, terrifying sound. Creatures of your choice within 10 feet of you that can hear you must succeed on a
Wisdom saving throw or become frightened of you until the end of your next turn.
Ethereal Fantastical Upon Drinking, gain 50% Weight Gain. The inhale and belch actions also work on Weight Gain for the
Absinthe Containment next minute. When using the Belch action next to a creature, you can choose to give that creature the
Weight Gain you lost.
Fairy Chaser Fantastical Upon drinking, gain 50% Inflation that cannot be removed for a minute. Your Inhale action during the
Containment effect takes in double its normal APPLE. The Belch action removes double the APPLE and is now a
bubble-based ranged weapon attack using your Strength or Dexterity modifier, whichever is higher. An
enemy that is hit by this bubble gains the effects of Fairy Chaser without the Standard Action upgrades.
Neither of these upgraded Standard Actions require hit die to be spent to perform while under the effects.
Protein Well Fantastical Gain 100% Muscle. For the next 3 turns, at the start of your turn, roll your current highest STEM’s
Containment drawback die and heal by that amount.
Meltdown Containment Upon opening, divide and gain 100% APPLE between Inflation and Weight Gain and become inflicted
Breach with Thermal Fusion for 1 minute. While afflicted, all successful attacks you deal inflict 50% APPLE
Inflation or Weight Gain at your discrection. For every 3 turns you are under this affliction, divide and gain
another 100% APPLE between Inflation and Weight Gain. If you become incapacitated for any reason, you
require Reformation or Revival, and all creatures in a 30ft radius take 10d8 fire damage including yourself.
All creatures in this radidus gain 100% APPLE Inflation or Weight Gain at your discrection.
Crack Open Table 7
Dram Flask Extra Attack
At 2nd level, you gain a flask which may be filled with Beginning at 5th level, you can attack twice, instead of
any one Cocktail you have avaliable during a short or once, whenever you take the Attack action on your turn.
long rest. Preparing the flask does not count towards Advanced Containment
your Cartridge Capacity. The flask can be consumed as
a free action and has the Cocktail’s effect as listed on At 5th level, you gain access to the elements listed
the Crack Open Effects table. You can give your Dram under Advanced Containment under the Crack Open
Flask to another player as a bonus action, and the and Crack Down effect tables. All Crack Down and
contents become inert after your next short or long rest. Crack Open effects of Basic Containment increase by 1
Radial Step die.
At 2nd level, you gain the ability to use the elasticity of Rotund Retreat
your figure to your advantage. While you have 25% Beginning at 6th level, when you make a successful
APPLE Core or greater, you may use a reaction to move melee attack using Crack Down and you are over 25%
five feet into any unoccupied space without provoking APPLE Core, you may choose to perform a 15ft
opportunity attacks. This reaction can be used when a movement directly away from a target you just struck.
creature attempts an attack against you to avoid the This does not provoke attacks of opportunity and you
attack before it rolls, or during your turn. You may use may do this even if the target passed the initial saving
this feat a number of times equal to 1 + your throw.
Intelligence modifier (a minimum of once). You regain
any expended uses when you finish a short or long rest. Blowback Chamber
Elemental Tempering Beginning at 7th level, you may use a bonus action to
Beginning at 3rd level, you choose what kind of simultaneously perform Crack Down and Crack Open,
tempering you want to focus on, which determines what expending only one Cartridge in the process. You
kind of Gemforged Weapons you want to specialize in choose which Element and Cocktail you use. The feat
as well as how you interact with expansive effects. You can be used once per short or long rest.
can find the different temperings at the end of the Class Gemforging Improvment
Description. Your choice will grant you a feature at 3rd At 7th level, your Gemforged Weapons are now +1
level, and again on 6th, 11th, and 17th levels. Weapons. You can forge or reforge a Gemforged
Overshine Weapon to have 2 sockets during a long rest and you
At 3rd level, you may enhance the ability of all of the can change up to 2 socketed gems per short rest.
socketed gems on your gemforged weapon causing Additionally, your precious gem damage bonus while
them to shine bright. Different gems gain different Overshine is active is increased to 2d6.
effects based on the type of gem they are. Overshine is a
free action, and will persist for a number of turns equal
to 2 + your proficiency bonus.
Precious gems will cause the weapon to deal 1d6
extra damage with the damage type matching the gem.
Crystal gems will gain a bonus effect based on the
gem. View the Gem Overshine table for details on the
effect of each gem.
Once Overshine has ended, all gems on the weapon
become dull and all of their effects cease until a short or
long rest.
Ability Score Improvement
When you reach 4th level, you can increase one ability
score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature. If
your GM allows the use of feats, you may instead take a
feat.

8 Class Features
Ability Score Improvment Ability Score Improvement
When you reach 8th level, you can increase one ability When you reach 12th level, you can increase one ability
score of your choice by 2, or you can increase two ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature. If increase an ability score above 20 using this feature. If
your GM allows the use of feats, you may instead take a your GM allows the use of feats, you may instead take a
feat. feat
Ballistic Momentum Revolver Drive
Beginning at 8th level, you may now use a reaction At 13th level, this feat replaces Ballistic Momentum.
instead of a bonus action to use Crack Down. If your When you make an attack action with a Gemforged
bonus action and reaction are available during your Weapon, you can use Crack Down as a free action. You
turn, you may use Crack Down twice, allowing for Crack can do this for as many attacks as you make with this
Down to be used on both Attacks of your Extra Attack action, provided you have enough Cartridges to expend.
action. Gemforging Refinement
Forceful Exhalation
At 14th level, your Gemforged Weapons are now +2
At 9th level, when both you and your target gain APPLE Weapons. You can forge or reforge a Gemforged
caused by Blowback Chamber, you knock your target Weapon to have 3 sockets during a long rest, and you
prone. If the target would begin to Levitate, they are can change up to 3 socketed gems per short rest.
instead pushed 15ft in a direction of your choosing until Additionally, your precious gem damage bonus while
stopped by a surface or another creature. If the target is Overshine is active is increased to 3d6.
knocked into other creatures, the creatures hit take 2d6 Fantastical Containment
bludgeoning damage.
Reactive Containment At 15th level, you gain access to the elements listed
under Fantastical Containment under the Crack Open
At 10th level, you gain access to the elements listed and Crack Down effect tables. All Crack Open and
under Reactive Containment under the Crack Open and Crack Down effects increase by 3 die.
Crack Down effect tables. All Crack Open and Crack
Down effects of Basic Containment and Advanced
Containment increase by 2 die.

etely.
orki ng your original designs compl
eans rew plication,
aft sometimes m means a faster ap
Perfecting the cr ping m echa nisms
e and quicker dum
A lighter cartridg
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and faster resolu eaponry
ide to vesseled w
-Pneumonist’s gu

Class Features 9
Perfected Gemforging
At 18th level, your Gemforged Weapons are now +3
Weapons. During a long rest, you can forge a completed
Gemforged Weapon, called your “Great Work”. Upon
creation of your Great Work, give it a name and socket 4
gems into it. You cannot change the socketed gems
once the weapon is forged this way. You can eschew
creating your Great Work to continue the swappable
functionality of your Gemforged weapon, but upon
forging your Great Work, you can no longer swap or
remove gems from the Gemforged Weapon. Your Great
Work gains extra abilities based on the gems socketed
into it when you commit them to it and grant your Great
Work a name. Facet Knight Great Works will always
offer the benefits of Aether Circuit.
In order to make a new standard Gemforged Weapon
after making a Great Work, you must relinquish it in
such a way that no player character or close companion
possesses it. You may also never create a Great Work
again if your original Great Work is given away in this
manner. Great Works given away no longer count
toward your ownership of a Gemforged weapon, and it
becomes an Artifact with a needed proficiency in the
standard weapon type used to make it, or with
Gemforged Weaponry
Ability Score Improvement
When you reach 19th level, you can increase one ability
score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature. If
your GM allows the use of feats, you may instead take a
feat
Containment Breach
At 20th level, you gain access to crafting Meltdown
cartridges. Meltdown cartridges are too unstable to be
used for any ability that allows you to choose a cartridge
except for Crack Down and Crack Open. Only one
cartridge of Meltdown may be crafted per rest. All Crack
Down and Crack Open effects of Basic Contaiment,
Advanced Containment, Reactive Containment, and
Fantastical Containment increase by 4 damage die.
d when he
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10 Class Features
Elemental Tempering Reactive Revelry
At 3rd level, When you drink Cocktails, your armor can
Facet Knight infuse some of the residual chemicals in a single charge.
The crown may start the war, but the strength to finish Choose a Crack Down element you know when drinking
it comes from the forge. For some Pneumonists, this a Cocktail. The next enemy to hit you is targeted by that
means extending their gemforging projects beyond their Crack Down effect, expending the charge. If you use this
weapons to empower their very armor and shields with feat again before being hit, you can choose a new Crack
powerful effects. The heavier armor and defensive Down Element to replace it.
methodology of the Facet Knight allow them to remain Facet Smite
on the front lines and dominate battle in the thick of At 6th level, you have tweaked and tuned your weapon
melee. Whether leaping in the way of expansive attacks to the point where you can overclock its functions at the
to spare their allies, internalizing their gemforging to cost of maneuverability.
grow to greater sizes, or simply producing legendary When performing an attack with a loaded Cartridge,
regalia, the Facet Knight’s equipment forms a defensive you may forego all additional attacks and attack actions
wall which only grows broader. to enhance a single swing. This attack gains an extra
The Best Defense 1d8 damage and the cartridge imposes 50% more of its
At 3rd level, you can now perform Gemforging on armor APPLE for every additional attack that you have forgone
and shields. You also gain proficiency with Heavy armor on this turn. You can chose to impose this damage as
and Shields. During a long rest, you can forge or reforge the damage type of the weapons gemstone if applicable,
Gemforged Armor or a Gemforged Sheild. You may it is the base weapon’s damage type otherwise. You may
split your available sockets between your Gemforged use this as many times as your proficiency bonus per
equipment- Weapon, Armor, and Shield. Only one piece short rest.
of equipment may be forged with the +1, +2, or +3 Aether Circuit
qualities detailed out in Gemforging. Beginning at 11th level, if you have at least one gem
Castle Maneuver socketed into your weapon and at least one gem
At 3rd level, if a spell, attack, or effect would cause the socketed into your armor or shield, the effects of your
application of any APPLE within 20ft of you, you may gemstones are doubled. This effect stacks with the
spend your reaction to place yourself in the way of the effects of Overshine.
source of the APPLE immediately. You intercept the Titanomachy
original spell, attack, or effect and become the target Starting at 17th level, Detrimental APPLE effects up to
instead. 100% are now nullified. You may now gain up to 200%
APPLE before needing to roll Strain saves.
at wax your
e to it th an m aking chemicals th just as
“There’s mor th at the delivery system is
mem ber an it’s
foes waistline, re u’re spen t on your initial pl
he n yo
important! And w .”
e percussive backup
good to have mor
r Revelfang
-Facet Knight, Si

Facet Knight 11
Fumesillade Fog of War

One well-placed shot, an arrow threaded through the At 11th level, you can place a specialized cap onto a
armor’s gaps, this is all the vulnerability a Fumesillade prepared cartridge as a free action to render it into an
needs to undo their foe. Whether firing ten paces back inhalant grenade. It creates a 5ft cube of smoke where it
from melee or atop a nearby roof, these Pneumonists lands on the first turn, which expands into a 30ft cube of
attack at range to control wide areas with their smoke on the second turn and lingers for 1 minute. Any
expansive abilities. By bow, firearm, or throwing dagger, enemy that breathes in the smoke is affected by the
the Fumesillade specializes in weaponry that chemically Crack Down effect of the canister that was thrown. The
alters ammunition to carry their cartridges. Shot by fog is thick and is considered half cover that can be
shot, inch by inch, the pneumatic arts at long range moved through. The fog is considered difficult terrain
bring damage, size, and area denial alike. Those at the and operates as the Darkness spell. The Pneumonist
mercy of a Fumesillade should run while their legs still can freely see and attack anyone within the fog cloud
reach the ground. without taking its effects.
Scorched Earth
Precious Engineering
Beginning at 3rd level, you may now use Gemforging to At 17th level, you may now spend a full turn action
make Pressure Rifles. Any two-handed ranged weapon (Bonus, Reaction, and Standard action) to use a
can be augmented with Gemforging to create a supercharged Crack Down using one of your Cartridges.
gemforged weapon. Pressure Rifles inherit the This turns your ranged attack into a 60ft long 30ft wide
functionality of the weapon used to craft it. You may line attack which targets all creatures within with the
also refine a Pressure Rifle with a Rail Guide or a associated Crack Down effect. Normal rules for
Chemical Diffuser. During a long rest you may change avoiding effects of an element’s Crack Down apply. This
one for the other during the reforging process. attack also leaves the ground covered in chemicals of
Rail Guide. Using Crack Down with a weapon with a
the Cartridge’s element for 1 minute. If any creature
Rail Guide removes disadvantage caused from shooting begins their turn or moves into this area during their
at a target that is beyond the weapons effective range. turn, they must succeed a Dexterity saving throw or they
Using Crackdown imposes disadvantage to all targets. become afflicted by the Crack Down of that element.
Chemical Diffuser. Using Crack Down on a weapon
This action cannot be performed again until after a
with a Chemical Diffuser decreases your weapon’s short or long rest.
range by 10ft but causes the effects of the Crack Down
to apply to the target you hit and anyone within 5ft of
the target.
Further Experimentation
At 6th level, you may now modify your ammunition:
Dart. When an enemy is shot with this option, they do
not roll a save for it. They gain the APPLE from the
Cartridge effects only, and no extra effects. This APPLE
gain happens every turn until the creature uses an
action to safely remove the dart. If a target is over 100%
of the APPLE inflicted, they must use their action and
their bonus action to remove it.
Cloud. When an enemy is shot with this option, it
blooms into a 5 foot cube of dispersed gas within the
creature’s occupied space. When any creature begins or
ends their turn in this square, they must make the Crack
Down’s associated save, or take the effects. On a failed
save, the Crack Down effects happen a second time at
the start of the creature’s next turn as their body
internalies the inhalant. This cube of gas lasts for 1
minute, or until dispersed with Gust of Wind or a
similar spell.
Follow-Through. When an enemy is shot with this
option, the shot magically ricochets through them and
into a creature within 15 feet of the original creature
struck. Both creatures take the damage and make the
associated Crack Down saving throws and their effects.

12 Fumesillade
Battle Brewer Self Containment

Gemforging is an artform, and Pneumonists practice it At 17th level, you internalize one effect of your available
in many fashions. However, some look beyond their Cocktails perpetually, until you decide to expend a
weaponry to instead focus on the other tools at their Cartridge to replace your filling with a new Cocktail.
disposal. They hone better cartridges, lighter materials, You are always under the effect of the Cocktail you
and finely crafted latches, valves, and nozzles. The chose to be filled with, and can utilize the element’s
Battle Brewer is as likely to strike in melee as they are effects on allies. When preparing Cartridges and a
to sling flasks, and they have far more options for member of your group assists in it, you may spread not
chemical warfare than any other practitioner of the only the chosen Crack Open effect of your Bad Influence
pneumatic arts. The truly daring even push their own choice, but also the element you are filled with through
bodies to serve as additional container space, becoming Self Containment.
fully in sync with their tools. Finer gear, hardier If your Cocktail’s Crack Open effect includes an
reagents, and a willingness to push the definition of action which would end the Crack Open effect
what is and is not a container allow the Battle Brewer to prematurely, it instead becomes a bonus action which
excel. does not end the effect or change your current APPLE.
If your Cocktail’s Crack Open effect would cause you to
Bigger On The Inside gain APPLE over time, you instead gain a bonus action
At 3rd level, your Cartridges are now able to hold twice to control the application of this APPLE at will, but
as many contents. Your Cartridge Capacity is doubled. cannot become smaller than one application of this
When loading a cartridge into a weapon, you can load effect’s APPLE unless you cease being filled with this
two cartridges into the same weapon, but only use one Cocktail.
per attack. Dram Flask now has 2 doses of the Cocktail Additionally, you are constantly wreathed in potent
it is prepared with. fumes. Choose a Crack Down element, attacks made
with Gemforged Weapons can always use this Element,
Bad Influence even if you have no Cartridge of it prepared. You can
At 6th level you are wreathed in the chemicals you change this when you change your filling with Self
contain, but are not ready to internalize them Containment.
permanently yet. Your body has become a resilient
container for chemicals as well. You gain the following:
You add your proficiency bonus to Strain saves. You
are able to automatically succeed 2 Strain saves per
short rest.
Choose a currently available Crack Open Cocktail
whenever you finish a short or long rest. Take the
APPLE and benefits of this effect during your
Cartridge preparation. You may also invite a single
member of your group to help prepare your
chemicals during a short or long rest, and share this
Crack Open effect with them as well. When using
Bad Influence, you do not spend your Dram Flask or
Cartridges.
Pneumoaeromatics
Beginning at 11th level, when crafting Cartridges during
a short or long rest, you may choose to produce 3 Mist
Canisters instead of a normal Cartridge. Mist Canisters
can be thrown and deployed as a bonus action to create
a 15ft cube of mist until the beginning of your next turn.
All creatures that enter or start their turn in the mist
takes the Crack Down effect, but all allies take the
Crack Open effect instead. You choose the element and
the Cocktail for each canister when creating them.
The secret to fighting as a brewer is mak
ing sure you can level the
playing field and excel in the circumstance.
Remember that you have
plenty of time being huge over your enem
ies, and that can change the
outcome if everyone becomes massive them
selves.
-The Battle Brewer’s Cookbook Battle Brewer 13
Credits
Project Manager “It’s been a joy to be able to collaborate on
Kalas Eruthain this with some people I care about very much,
Technical Editor and it’s going to be even better to finally see
ReturnToSender more people get to experience the content
Lexal that’s been made here.”
Inline Artist -Double
Jackgoose
“Kal is always fun to work with, he has a lot
ReturnToSender
Double
of ideas for situations and mechanics and
XIX
always can follow up with a practical
implementation. It made designing the art all
Cover Artist
the more enjoyable.”
Calorie
-Jackgoose
and All of Our Testers!
“It has been a blast working with fast friends “First projects are nuts. Seeing folks come
and making more along the way! I’m rather together to work in the middle of a rather
excited to see this project come to a close and hectic year was something else, for sure. But!
I cannot wait for what the future holds!” Here we are! Devteam Drifter’s first paid
-Sender release. I never thought that my idle musings
would get folks at my back, and bring us here.
“A jorb well done” Pneumonist had been on my mind for a while,
-Calorie and it took a lot of effort and time to bring
it all to you. So, get out there! Make some
swords and break some belts!”
-Kalas

Credits
14
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