TEXT: Spellslinger: Invasion
  
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  Chapter 1: Background & Lore
  Part 1: Introduction .............................................................
  The Old World .....................................................................................
  Timeline ...............................................................................................
  Part 2: Factions on the Frontier ...............................
  The Old Guard ....................................................................................
  Frontier Alliance .................................................................................
  The Scarlet Spires .............................................................................
  The Divine Host ..................................................................................
  Part 3: Races on the Frontier .......................................
  Humans ................................................................................................
  Elves ......................................................................................................
  Dwarves ................................................................................................
  Gnomes ..............................................................................................
  Halflings .............................................................................................
  Orcs & Half-Orcs ..............................................................................
  Dragonborn .......................................................................................
  Tieflings .............................................................................................
  Aarakocra ..........................................................................................
  Goblins ...............................................................................................
  Part 4: Classes on the Frontier ................................
  Atavists ...............................................................................................
  Artificers ............................................................................................
  Pugilists .............................................................................................
  Seekers ..............................................................................................
  Wardens .............................................................................................
  Barbarians .........................................................................................
  Bards ..................................................................................................
  Clerics ................................................................................................
  Druids .................................................................................................
  Fighters ..............................................................................................
  Monks .................................................................................................
  Paladins .............................................................................................
  Rangers ..............................................................................................
  Rogues ................................................................................................
  Sorcerers ...........................................................................................
  Warlocks ............................................................................................
  Wizards ..............................................................................................
  Part 5: Locations on the Frontier .........................
  The Northern Plains .......................................................................
  Sandstone ..........................................................................................
  The Rustdune Wastes .....................................................................
  Part 6: The Pantheon ..........................................................
  Reawakening of the Divine ............................................................
  List of Gods .......................................................................................
  Chapter 2: House Rules &  
  Character Options
  Part 1: Gameplay Rules ......................................................
  Death Saving Throws .....................................................................
  Inspiration .........................................................................................
  Powerful Crits ..................................................................................
  Rest Length .......................................................................................
  Silver Standard ................................................................................
  Inventory Space ...............................................................................
  Active Initiative .................................................................................
  Active Defence ..................................................................................
  Part 2: Character Creation ...........................................
  Ability Score Distribution ..............................................................
  Racial Ability Scores .......................................................................
  Darkvision .........................................................................................
  Feats at Level One ...........................................................................
  Variant Humans ...............................................................................
  Additional Class Options ................................................................
  Eldritch Knights ...............................................................................
  Intelligent Warlocks ........................................................................
  Rangers ..............................................................................................
  Way of the Four Elements Monk ..................................................
  Gunslingers & Firearm Proficiency .............................................
  Firearm Expert .................................................................................
  Additional Fighting Styles .............................................................
  Sorcerous Mana ...............................................................................
  Starting Equipment .........................................................................
  Part 3: Firearms ........................................................................
  Properties ..........................................................................................
  Showdowns .......................................................................................
  Part 4: Backgrounds ............................................................
  Dragon Cultist ..................................................................................
  Deputy ................................................................................................
  Eanna Native .....................................................................................
  Forerunner ........................................................................................
  Frontier Engineer ............................................................................
  Gunslinger .........................................................................................
  Nativeborn .........................................................................................
  Prospector .........................................................................................
  Appendices
  Appendix A: Revised Equipment Listing ..............
  Revised Armour Prices ...................................................................
  Revised Weapon Prices ..................................................................
  Revised Adventuring Gear .............................................................
  Revised Tools, Food, Drink, Lodging & Animals
  Chapter 0 | Table of Contents
  2
  
  Spellslinger: Shootouts & Sorcerery on
  the Wild Frontier
  A
  single bead of sweat breaks out on the halfing's
  brow as the noonday sun beats down on her. Her
  fingers flex inches from her gun holster. This damn
  gnomish revolver had better not crap out on me
  again. A sudden a flash of movement, a thunderous
  bang and a plume of sandy dust is thrown into the
  air. "Damn humans think they own the place," she
  mutters to herself, holstering her weapon.
  The dwarf spits on the dusty floor of the backroom at the
  Sandy Homonculus, fists up, circling his opponent warily, while
  a rabid crowd shouts and jeers. One last fight, he thinks to
  himself. Then that mithril claim is mine. The half-orc opposite
  suddenly charges and the dwarf braces for impact. But his
  opponent has made a mistake, telegraphing his next move, and
  the dwarf ducks easily, bringing his clenched fist up to meet the
  half-orc's jaw almost faster than the eye can see.
  Holding her breath, the elven ranger tracks an gnoll warband
  through the scope of her bolt-action elven longbarrel. She
  carefully studies their warpaint, the particular feathers in their
  headbands and the weapons they carry. Red Teeth tribe, she
  thinks to herself. Headed for Sandstone. She mutters a brief
  incantation and squeezes the trigger. A gnoll is blown away in a
  violent spray of red but before he even hits the ground, the elf
  has cracked the bolt action of her sniper rifle to reload, and fires
  off another shot.
  An end to the old ways
  Beneath its pocked, shattered moon, the old world is dying.
  Tearing itself apart. Humanity had been alone for too long, and
  when the Third Age began almost two centuries ago, the realms
  were unable to cope. "Monsters! Abberations!" the puritans had
  cried when little babies had begun being born with sharply
  pointed ears, or green skin and fangs, or stunted, stocky builds
  and full beards at birth. "They must not be suffered to live!"
  But those children who hadn't been put to the sword, or left
  for the wolves, grew up to be lithe elves, or volatile orcs, or
  hardy dwarves. And then suddenly, humanity wasn't alone
  anymore. The races of ancient mythology had become
  undeniable fact.
  Unlike humans, who could almost be defined by their
  individuality, it turned out that the mythical races were much
  more homogenous. Elves all tended to be beautiful yet cold,
  graceful yet aloof, and naturally predisposed to having
  undeniable abilities in magic and the natural world. Dwarves all
  shared the same short stature and thick beards, the same foul
  sense of humour and love of ale, the same ability for metallurgy
  and stonework. Orcs were almost pure ferocity, bridled only by a
  sense of honour so strong it bordered on the pathological. It was
  only natural that each of the non-human races would feel both
  badly out of place in a humano-centric world, and to share a
  strong desire to band together.
  A few short years later, the secrets of the arcane were finally
  unlocked, and not long after that the Gods started talking again.
  Soon after, ancient, long dormant powers began taking an
  interest in the world again.
  Blood and Sand
  Ironically, the return of magic to the world - bringing with it,
  amongst other things, the enterprising gnomish race - had
  ushered in a new wave of technology, far in excess of anything
  the world had seen before. Fine, mechanical inventions. Steam
  engines. Gunpowder. Not only did this mean that the old world
  could rip itself to pieces faster than anyone had thought
  possible, it meant that previously inaccessible parts of the world
  were now suddenly open to all comers.
  And so it was that the new world, a brave and dangerous
  frontier, came to be colonised, gnomish rail driving the way and
  the rest of the world struggling to keep up. But the frontier had
  never been empty, and those who were there already did not
  welcome newcomers with open arms.
  Chapter 1 | Introduction
  3
  
  Chapter 1: Background & Lore
  Timeline
  7th Century, 4th Millenia, Second
  Age (2A)
  3,755 2A Scattered reports of meteor strikes alarm
  astronomers and soothsayers across the world.
  3,755 2A The parents of the first generation of mythical races
  unknowingly conceive the Forerunners.
  1st Century, 1st Millenia, Third Age
  (3A)
  0 3A The first generation of the mythical races are born, and
  infantcide becomes common as many are killed for what are
  initially perceived to be malformities. Eventually, enough survive
  that the truth becomes known. Non-human races are given the
  term álloi, or 'other', and this first generation come to be known
  as the Forerunners.
  13 3A Those Forerunners reaching adolescence show
  remarkable aptitude at a range of studies. It seems that
  humanity, whilst possessing a great breadth of skills, are no
  match for the álloi races whose natures seem to predispose
  them toward greatness in certain disciplines. Magic is
  discovered, and the realms are rocked to their cores.
  14 3A The first of the Mage Wars breaks out as young and
  impressionable Forerunners are lured by the promise of wealth
  and power by the old guard. Their abilities are exploited to
  breaking point and many die after channeling vast power and
  burning out. The limits of sensible magic use are quickly
  established, using a system of ascending 'orders', and the first
  wizarding school is founded. The Scarlet Spires mage college is
  formed to regulate and control blood magic, which quickly
  becomes a taboo subject.
  19 3A The realms are once again shocked as divine powers
  begin manifesting in the world, and both atheism and
  monotheism are proven to be false. Prayers are still not being
  answered and there is no direct contact with the gods, but minor
  healing magics and other blessings start to function, and
   
  another fundamental cornerstone of the world shifts
  significantly.
  21 3A A wide-reaching census is performed, and twelve distinct
  álloi races are identified. The existence of the first generation of
  half-elves and half-orcs becomes common knowledge. Pro-
  human rhetoric increases, and orcs are forced out of the cities.
  22 3A The Minor Illusion and Prestidigitation cantrips are
  perfected and practical jokes are never the same again.
  29 3A Rudimentary contact is made with the gods, and a new
  divine order establishes itself, with Heironeous, god of chivalry
  and valour at its top, opposed by Tharizdun, chained god of
  eternal darkness. The discovery of gods whose only purpose is
  evil again shakes the realms. There is rioting in cities across the
  world, and tieflings flee en mass as they are unfairly turned on.
  45 3A It becomes apparent that elves, dwarves and gnomes do
  not age at the same rate as humans.
  46 3A Travel outside of main highways in the realms becomes
  hazardous, as orc raiders, kobold dens and other monstrous
  dangers establish themselves in the wilderness between cities. It
  seems that the humanoid mythical races are not the only things
  to have made a comeback.
  49 3A The first and second generation álloi still live in mostly-
  human cities, and are systematically being pushed into ghettos
  and slums. Rioting and crime is common, and most city
  watches, still comprised almost solely of humans, act quickly
  and violently in response to any civil disobedience. Compassion
  for the plight of the álloi is not uncommon amongst humans, but
  lacks the same strength of conviction that xenophobia provides.
  52 3A The first mass exodus of elves from a major human
  settlement begins, and the elven tree city of Leithandor is
  founded. The elves are joined by small numbers of gnomes and
  halflings, although these races have not seen the same level of
  persecution that the elves have, nor experienced the same,
  shared yearning to be amongst nature.
  Chapter 1 | Timeline
  4
  
  Timeline continued
  53 3A There are further mass departures from human cities,
  and the dwarven citadel of Kal'Ein is founded.
  54 3A The first generation of elves and dwarves to be raised
  away from humankind are born. These individuals, and those
  that follow them, are known as the Nativeborn.
  75 3A Only a few individuals are left of the last generation of
  humans to remember the Second Age, a time before the álloi.
  However, human culture is largely unchanged and there is a still
  typically a hostile atmosphere towards non-humans in most
  major cities. Another census is completed, and it is learned that
  humans only outnumber the álloi 2:1. Many humans are shocked
  to learn that a third of the world's inhabitants are non-human.
  89 3A The gnomish steam engine is invented, opening up the
  possibility of non-magical, long-distance travel through
  previously inhospitable land.
  91 3A The last human born in the Second Age is violently killed
  in his sleep. Pro-human activists immediately blame the álloi,
  whose ambassadors decry the attack as a false flag. Violence
  erupts across the realms, with elven and dwarven ghettos
  bearing the brunt of this. The second Mage War begins, as
  human armies march on Leithandor and Kal'Ein. They are
  joined by the Imperial Compact, a humano-centric wizarding
  school.
  97 3A A vast, radiant explosion rocks the siege of Leithandor,
  decimating the human armies and destroying part of the city.
  Divine intervention is suspected but never confirmed, and the
  second Mage War comes to an abrupt halt.
  99 3A The Southern Gate is established, a company of dwarves
  finally tunneling through a massive, previously impassable
  mountain range to the presumed-uncolonised continent of
  Eanna. Scouts report that the land directly to the south is mostly
  grassy plains and scrubland, and that this quickly turns to desert
  and desolate, dusty wastes further south. Shockingly, there also
  appear to be native populations of aarakocra, winged, avian
  humanoids, and gnolls, humanoid hyena-men. Attempts to
  parlay with either of these populations end badly.
  99 3A Gnomish tinkerers invent the warforged, unthinking,
  steam-powered automatons. Soon after, gunpowder is also
  discovered.
  2nd Century, 1st Millenia, Third Age
  (3A)
  101 3A The gnomish rail reaches the human coastal outpost of
  Driftwood, on the western shores of Eanna. This is used as a
  staging post for further expeditions into the continent. Ancient
  ruins are frequently found throughout the continent, most of
  them blasted down to smooth, nondescript obelisks by hundreds
  of centuries of desert winds.
  106 3A The town of Riversmeet is established, on the north
  banks of the Hollow River, which flows from the eastern
  Ringway mountains all the way to the coast on the west. Able to
  recieve goods and people by both rail and water, Riversmeet
  soon turns in a major trading hub and a central point in the
  frontier.
  112 3A An ancient golden dragon arrives in the northern plains
  of Eanna, names herself as Saraanqolaas, and declares the
  entire area to be her demesne. She allows further southern
  colonisation to continue but only under her terms. Rumours
  flourish like wildfire as to the dragon's origins and intentions.
  113 3A The dwarven output of Kal'Vrettan is established at the
  base of the Ringway mountains, next to the Ringway Reef, a
  freshwater lake at the base of the mountains.
  114 3A An explosion destroys the Southern Gate, blocking off
  access to the Realms from Eanna. There are conflicting reports
  as to the cause of the explosion.
  119 3A The town of Sandstone is established, at the furthest
  southern point of the Gnomish railway, amongst the ancient,
  cyclopean ruins that gives the town its namesake. Enterprising
  individuals plan on exploring - and looting - the ruins, but none
  can gain entry and interest quickly wains, particularly when a
  number of gold and mithril veins are discovered nearby.
  Chapter 1 | Timeline
  5
  
  Factions on the Frontier
  A
  s much as the move south was meant to represent
  freedom from the realms and from the old ways,
  an unfortunate amount of politicking and
  factionism also made it to the frontier. Although
  the old guard have not yet managed to snake their
  way into people's everyday lives, it is not through
  lack of trying. This approach has naturally caused
  certain groups to take up arms in defence of their new homes.
  Aside from these concerns, certain other groups have banded
  together, hoping to find strength in numbers.
  The Old Guard
  It was inevitable that the powers of the northern realms would
  attempt to place the frontier under the same level of control they
  keep their homelands in. However, they have had a hard time
  finding a footing in a land which is particularly hostile to them.
  Bringing a huge amount of wealth south, the old guard have
  been surprised that they cannot simply buy their way into power,
  and the trains they have chartered south containing legions of
  soldiers have suffered mysterious mechanical failures. Thus,
  their agents tend to be highly isolated but also in command of
  serious material resources.
  The Imperial Compact, a wizarding school that only accepts
  human entrants, have been making some ground on the frontier,
  and have set up their own outpost in Driftwood. It is frequently
  prone to vandalism and attacks, but each of these are easily
  rebuffed by the senior mages who have taken residence there.
  Frontier Alliance
  More a loose coalition of like-minded folk than a true
  organisation, the Frontier Alliance is composed of all those who
  don't want to see the Frontier fall to the same petty conflicts and
  greed-stoked wars that the Realms did. Disproportionately made
  up of álloi, and with large numbers of magic-users, the Frontier
  Alliance have no formal structures and seek only to enforce their
  freedom at all costs. In some towns, an Alliance leadership has
  sprung up, but even then, commands are only suggestions, and
  more often than not, the hierarchy disolves as quickly as it
  forms.
  Aided by a huge network of common folk, and with rumours
  of gnomish mechanical and railway assistance, the Alliance has
  been frustrating the Old Guard since the very first train came
  through the Southern Gate.
  The Scarlet Spires
  Hastily formed following the first Mage War in the second
  decade of the Third Age, the Scarlet Spires are a wizarding
  school that seek to control access to and regulate blood magic,
  the practice of sacrificing one's own life energy to fuel magical
  powers. Blood magic being a fairly taboo subject, members of
  the Scarlet Spires tend not to advertise their prescence, but
  nonetheless, it is widely known that they are taking an active
  interest in the South.
  Little is known about the internal workings of the
  organisation, but there are rumoured to be two main orders
  within the Scarlet Spires; the Mandate, who research, teach and
  utilise blood magic, and the Wardens, who police it, both
  internally and externally. Nothing puts the fear of the Gods into
  a young magic user more than seeing plate-mail-clad wardens
  stalking through a city, their blood red cloaks flapping in the
  wind.
  The Divine Host
  Part 2 | Factions on the Frontier
  6
  
  Races on the Frontier
  T
  he frontier is home to an unprecedented mixture
  of races - whereas human culture harks back to a
  time when the old world was relatively peaceful,
  the álloi have only known persecution and hatred,
  and so flocked south in droves. Although humans
  still outnumber non-humans, the gap has closed
  significantly.
  Primarily, settlements are mixed in terms of race, usually with
  a majority of humans, a secondary enclave of elves or dwarves,
  and a smattering of other races. The clean slate that Eanna
  represents has meant that many groups have effectively reset
  human-mythic relations, and previously unthinkable levels of
  cooperation have been achieved.
  In some settlements, however, human founders have enforced
  a strict policy of xenophoba, seeking to reclaim the simpler the
  times of the Second Age. Some have even outlawed the practice
  of magic or the worship of the new gods. These policies
  inevitably go unmentioned when gnome-driven trains pass
  through bearing foodstuffs and trade goods, or when there is a
  water shortage and divine or druidic magic is required to fill the
  reservoirs.
  Likewise, in the mold of Leithandor and Kal'Ein, there are
  some settlements that house only a minority of humans, such as
  Kal'Vrettan, the dwarven citadel, or some of the southern
  outposts set up by those elves who are determined to live truly
  away from civilisation.
  Most of the inhabitants of the new world emigrated here from
  the old realms, but there is a generation who were born in
  Eanna, knowing nothing but life on the frontier.
  Humans
  Adaptable and determined
  Humans on the frontier hail from a huge range of backgrounds,
  from the farmers and fishers of the gentle eastern shores, to the
  nomadic barbarian tribes of the northern steppes, to the
  politicking nobles and city dwellers of the civilisations that
  crowd the circle sea. This level of diversity is represented on the
  frontier as well, where humans can be found in any occupation
  or lifestyle.
  Since the return of the álloi, it has become clear that humans'
  real strength is their adaptability and breadth of knowledge.
  Able to thrive and survive under nearly any circumstances, they
  have been the most successful at colonising Eanna and pushing
  back the boundaries of the Frontier.
  Willing to try anything
  Not only that, but humans are willing to entirely change tack if
  what they are doing isn't working. Dwarves may have superior
  stonework and metallurgy skills, and gnomes may be able to
  come up with the finest, most intricate mechanical contraptions
  the world has ever seen, and elves may be more in tune with the
  natural world than any other races - but only a human could
  dabble in each of these areas with any success.
  Playing a human on the frontier
  If your character is a human, carefully consider the following.
  Have you travelled south from the realms, or were you born
  on the frontier?
  What is your occupation? Do you have any previous
  occupations that you've since moved on from?
  What is your view of the álloi? Have you had any particularly
  positive or negative experiences with them?
  How do you feel about magic, and the return of the divine?
  How have these factors affected your life?
  Part 2 | Races on the Frontier
  7
  
  Elves
  The face of the Third Age
  One of the most numerous of the álloi races, opinions on elves in
  the Realms was heavily divided. Some saw them as uncanny-
  valley, near-human imitations, to be feared and shunned. Others
  saw them as improvements on the human design, more graceful,
  and with a closer connection to the world and to magic. In either
  case, elves frequently found themselves subject to a range of
  strong emotions not entirely based on fact. It was no surprise,
  therefore, that when the route south into Eanna was opened up,
  much of the early wave of pilgrams was made up of elves,
  particularly those who had not made it to the Elven city of
  Leithandor.
  Having now broken out of the heavily humano-centric north
  realms, those elves who had gone south found themselves with
  a unique opportunity - the chance to define themselves in a land
  only just finding its own feet. Able to follow their own natural
  tendencies in a way never before seen, many elves felt the pull of
  the land and a yearning to be closer to nature.
  Forging a new identity
  In contrast to humans, who seemed to have almost no common
  traits across the realms, elves share both an affinity for magic,
  and a desire to be closer to the natural world. They are also
  much more comfortable with solitude than the other races, and
  it is not uncommon to hear of a group of only a dozen or so elves
  setting off into the wilds to form a new settlement, each with
  their own abodes separated by miles of empty land. Such
  isolation would be all but unthinkable to anyone but an elf.
  One of the more curious artifacts of the move south was that,
  given room to breathe and to grow as a people absent the
  crushing weight of human culture, distinct lineages of elves
  began to emerge, each with their own drives and preferences.
  This was even more prominent amongst the nativeborn, the first
  generation of elves to be born on the frontier. As the elves grew
  more into themselves, they broadly split into those elves with a
  greater affinity for the natural world, and those with a greater
  affinity for magic.
  Wood Elves
  The most common of the two major strands of elves, wood
  elves, or the róven galadrim as they call themselves, have skin
  colours ranging from a light green, to deep copper and olive.
  Extremely uncomfortable in large cities, wood elves were among
  the earliest agitators for a new elven city, and formed the bulk of
  those who left to found Leithandor.
  On the frontier, wood elves feel most at home out in the
  plains, or trekking through the desert. They tend to live in tiny
  settlements of only a few dozen elves, naming their newfound
  clan homes after nearby natural phenomena. However, they
  occasionally dwell in the larger settlements scattered across
  Eanna, working as trackers or herdsmen.
  High Elves
  The feui galadrim, or high elf, do not feel the same aversion to
  civilisations that wood elves do, but suffered more in the human
  cities of the realms due to their similarity to the human race.
  Having pale skin, rather than the more exotic colours of their
  wood elf cousins, but eyes of pure white with no pupils, high
  elves were in the unfortunate situation of being both more
  similar to humans, but also more alien. When their affinity with
  magic began apparent, tensions only increased.
   
  In the south, the feui galadrim are found either in larger
  settlements, or travelling on the gnomish rail, working as
  diviners, hedge wizards, and other newly-found but suddenly
  essential occupations.
  Half-Elves
  It wasn't long into the third age that it was discovered that
  humans and elves were compatible, and it wasn't long after that
  that it became common knowledge. Viewed by elves as 'too
  human', and by humans as 'too elf', half-elves have not had an
  easy time in the world, and sometimes struggle to understand
  their own identities. However, they share their human parent's
  adaptability, and their elven parent's affinity for nature and
  magic, and easily find themselves useful on the frontier.
  Playing an elf on the frontier
  If your character is an elf, carefully consider the following.
  Were you born on the frontier, or did you know a life in the
  realms? Might you even be a forerunner, one of the original
  elves, approaching your one hundred and twentieth year?
  Are you a wood elf, or a high elf? How do you feel about other
  elves?
  How do you feel about humans, and the other races? Have
  you had any particularly positive or negative experiences with
  them?
  How do you see your future on the frontier? A fresh chance
  for the elven race, or a harsh wasteland to be tolerated as an
  escape from the realms?
  Do you have an affinity for magic, or have you chosen to
  focus on other aspects of your elven nature? Do you perhaps
  have a minor magical talent that enhances your otherwise
  mundane life?
  Part 2 | Races on the Frontier
  8
  
  Dwarves
  Non-threatening, until you get
  close
  Unlike their elven cousins, dwarves haven't had such a bad time
  of the Third Age. Sufficiently different from humans to not
  threaten their sense of identity, and mostly comprising fairly
  short individuals, dwarves have been able to earn a reputation
  as hard workers and great builders and artisans over the last
  century. Their seemingly insatiable appetite for mineral wealth
  and their affinity for mining and construction has additionally
  enabled them to travel south by the trainload, and dwarves on
  the Frontier are rarely short of work. However, as much as many
  humans initially looked upon dwarves as child-sized, up close,
  with the full force of a dwarven beard on show, and a greatmaul
  or dwarven hammer in your face, those humans quickly changed
  their attitudes.
  Gods, gold, and clan
  The Stout Folk are deliberate and steadfast, and quickly found
  themselves forming distinct clans towards the middle of the first
  century in the Third Age. However, the dwarven clans
  recognised that they had more in common than different, so
  when the first dwarven city was founded, the citadel of Kal'Ein,
  the clans travelled together and founded the city as one.
  Dumathoin, the patron of dwarves, and the diety of mining and
  underground exploration, was frequently invoked as the
  underground holdfast was brought to life.
  That same god's patronage has proved a boon on the frontier,
  where mithril and gold prospects abound.
  Hill Dwarves
  Hill dwarves, otherwise known as 'gold dwarves', are formidible
  warriors, with strong ties to clan, keen senses, and a deep sense
  of intuition. They tend to be gruff and haughty, with a love of fine
  craftsmanship and an eagerness to trade. These dwarves tend to
  make the greatest prospectors, and are frequently found setting
  out from tiny settlements with nothing but a pick, a small
  brewing kit, and a few days' rations.
  More optimistic than their mountain cousins, they can still be
  standoffish and proud, as the world is finding all dwarves can
  be. They've found a particularly affinity with gnomes, who share
  their love of craftmanship but less of their pride.
  Some of the hill dwarf clans who have found their way south
  include the Arnskulls, the Bigtoes, the Blackbanners, the
  Dankils, the Deepaxes, the Fireforges, the Greybeards, the
  Trueanvils, the Torunns, and the Yunds.
  Mountain Dwarves
  Also known of 'shield dwarves', mountain dwarves are a hardy
  people, slow to trust, and slightly on the taller side (for a dwarf).
  Mountain dwarves have been a stronger voice for pure dwarven
  traditions than their hill dwarf cousins, and tend to form tighter-
  knit clans and stronger bonds between each other.
  Despite their stoic front, mountain dwarves make exceptional
  artisans, particularly in metal and stone, and have been at the
  forefront of both the dwarven holdfasts, as well as instrumental
  in advising the gnomish railway construction crews. However,
  they tend to focus more on sturdiness than artistic flourishes,
  and perhaps don't have as much in common with gnomish folk
  as their hill dwarf cousins do.
  On the frontier, there are fewer mountain dwarves than hill
  dwarves, but those that have travelled south and aren't resident
  at Kal'Vrettan are typically found working on the railway, or
  employed as blacksmiths and guild artisans in towns across the
  south.
  Playing a dwarf on the frontier
  If your character is a dwarf, carefully consider the following:
  Were you born on the frontier, or did you know a life in the
  realms? Might you even be a forerunner, one of the original
  dwarves, approaching your one hundred and twentieth year?
  Are you a craftsman or an artisan, or has your life focused on
  other strengths of the dwarven race?
  Are you part of a clan? If not, why are you not, and do you
  wish to be?
  How do you see your future on the frontier? An opportunity
  for the dwarven race, or a harsh wasteland to be tolerated as
  an escape from the realms?
  Part 2 | Races on the Frontier
  9
  
  Classes on Frontier
  T
  he frontier is home to an assortment of races.
  Here is another paragraph of text introducing
  that.
  Atavists
  Those forerunners who rediscovered magic knew that in order
  to master it, one was required to have incredible levels of
  patience and a literally inhuman intuitive understanding of the
  world. These requirements were thrown to the side by those
  who preferred taking a shortcut to power, sacrificing their own
  lifeblood for quick gain. Atavists were at the very forefront of the
  first Mage War, one short year after the re-emergence of magic,
  showing the world not only what awesome power was available,
  but also the dire consequences of using it.
  Atavists employ blood magic that both hurts themselves and
  lends them power. They can specialise in martial prowess, a
  deeper level of self-sacrifice for greater gain, or aberrant and
  eldritch shapeshifting.
  Mechanically, Atavists are a strength-based martial class, who
  gain half-casting based on their constitution and sacrifice their
  own hitpoints to fuel their abilities. Further details on this class
  can be found here.
  Artificers
  One of the odd side-effects of the return of magic and the
  mythical races is that technology has been advancing at levels
  never before seen. This is largely due to the return of the
  gnomish race, a people born to tinker and to invent. If you are an
  artificer, you are likely a gnome, but there are examples of
  artificers from the other races.
  Taking their mechanical creations a step further by imbuing
  them with magical essences, artificers are at the very forefront
  of invention and, if you are an artificer, it is likely that you often
  create things never seen in the world before.
  Gnome Artificers
  Mostly gnomes
  Non-gnome artificers
  There are a few
  Mechanically, Artificers are a flexible class who do have
  spellcasting, but gain no cantrips and instead tend to focus on
  using tools, magic items, and their own inventions, and typically
  will have strong scores in Intelligence or Dexterity. Only the
  Cannonsmith, Gadgetsmith and Wandsmith subclasses are
  available for Artificers on the Frontier. Further details on this
  class can be found here.
  Pugilists
  Not everyone on the frontier needs fancy weapons, or magic, or
  that weird new Gnomish tek-no-lo-jee. For pugilists, their fists
  have always been enough, whether they specialise in bare-
  knuckle brawling or the beautiful art of the squared circle.
  Fighting in back-alleys, or in the backrooms of saloons and
  other none too salubrious watering holes, or even plying an
  honest trade as a caravan guard or sheriff’s deputy – pugilists
  know that even though their opponents may get off the first shot,
  and might even hit with it, they can easily shrug that off and land
  the second. And once they’ve landed that hit – the fight is over.
  Mechanically, Pugilists are a strength-based brawling class who
  are similar to monks, but focus more on taking hits rather than
  moving about the battlefield. Further details on this class can be
  found here.
  Part 3 | Classes on the Frontier
  11
  
  Seekers
  Even before the beginning of the Third Age, there were those
  whose only purpose was to hunt out the secrets that lay not only
  beneath the surface of everyday life, but also beyond the
  confines of it as well. These people call themselves Seekers,
  born to a life of curiosity, methodical investigation and ingenuity.
  Since the return of magic and the mythical races, Seekers
  have only redoubled their efforts, and their numbers, as strange
  effects and once-lost ancient secrets begin to reappear in the
  world. Some seekers are human, attempting to learn more about
  a world that is ever-decreasingly humano-centric. Others are
  elves, or dwarves, or tieflings, or any of the other álloi races,
  seeking to investigate the ancient myths surrounding their
  cultures, in order to learn more about their place in the world.
  Mechanically, Seekers are a martial class with access to half-
  casting, who use their Intelligence to gain an advantage in
  combat and investigate the world around them. Further details
  on this class can be found here.
  Wardens
  One of the lesser understood aspects of the Third Age is the
  resurgance of primal powers. Less widely worshipped than the
  divine host, and without the extensive mythology that the arcane
  enjoys, the return of the raw power of nature itself has gone
  largely unnoticed. However, there are some who have tapped
  into this ancient well of power, seeking to harness it for their
  own ends.
  Unlike a druid, a warden does not serve nature; but rather
  commands nature to serve them. Their power is raw and innate,
  and does not come from a lifetime of patience and practice.
  They are more at home in the confines of cities than other
  naturalists too, and often find a position of duty within the
  civilised world.
  Mechanically, Wardens are a martial class with spellcasting
  somewhere between Warlocks and Druids. They choose a single
  element to focus on, and can further specialise in armed
  combat, unarmed combat, or spellcasting. Further details on
  this class can be found here.
  Barbarians
  Naturally accustomed to the savage life of the Frontier,
  barbarians are not an uncommon fixture in the lands of Eanna,
  seen both in their nomadic tribes out in the wastes, and
  occasionally joining civiliation to find goods or work in the
  towns.
  Many of the gnolls native to Eanna are barbarians, and
  dwarves in particular have a natural tendancy to fall into
  barbaric ways. Orcs and Dragonborn also do well as barbarians,
  although that's not to say that there aren't rumours of groups of
  halflings that have 'gone native' and lost themselves in the
  wastes.
  Bards
  Bards have long had a place in the culture of the world, although
  it wasn't until the beginning of the Third Age that they truly
  came into power. Many cultures have musical or oral traditions,
  and the mythical races soon began to formulate their own.
  From the battle-bards of the dwarves, to the orcish fighting
  skalds, to elven minstrels and dragonborn elemental orators - all
  have found their place on the Frontier.
  Clerics
  The divine community are still finding their feet, a bare century
  after the rediscovery of the gods, and clerics are on the forefront
  of spreading genuine religion to the Frontier. Wielding divine
  power is something not witnessed for millenia, and many clerics
  are still treated with hushed reverence by the locals, particularly
  those who follow some of the less well-to-do gods, such as Hoar,
  god of revenge, or Auril, goddess of winter.
  Clerics of Dumathoin, Dwarven god of mining and patron
  saint of prospectors, are particularly sought after on the
  Frontier, although there is a place for followers of all the divine
  host in the towns of Eanna.
  Part 3 | Classes on the Frontier
  Part 3 | Classes on the Frontier
  12
  
  Locations on the Frontier
  In this journal, I jot down notes about my experiences exploring
  many different places. Shown here is the format I use for
  describing these places. I hope they clear up any confusion that
  may arise from further reading.
  Places | Location Stat Block (Template)
  14
  The Northern Plains
  Grassland
  Navigation
  Foraging
  Identification
  Encounter
  DC 10
  DC 10
  DC 10
  DC 10
  Danger Level 2: Dangerous Frontier
  Helpful Skills Nature, Perception, Survival, Stealth
  Visibility Normal
  Helpful Languages Common, elven, auran
  Special Features. Any extenuating area effects or special
  features should be noted here. For example, frequent
  lightning storms or extreme heat or cold.
  Common Encounters
  Mostly empty, the plains are a sparse region populated
  mostly by low, tough grass, and dry trees and scrubland.
  Some friendly encounters with humans or elves out
  hunting or foraging is possible, although you are just as
  likely to meet a gnoll warband, or stumble across a kobold
  den. On a rare occasion, a flock of aarakocra, down from
  their remote nests, may be seen.
  In terms of wildlife, the plains are home to populations of
  wild horses, lions, rhinos, and even rarely species such as
  death butterfly swarms and behemoths.
  Notable Locations
  Sea of Stalks Vast swathes of the Northern Plains are given
  to a kind of tough, local grass, which can grow up to ten
  feet tall in places. Labelled the Sea of Stalks, caution is
  required for any who venture in.
  Hollow River A massive river that runs the entire breadth
  of the plains, from the eastern Ringway mountains, all the
  way to the coast of the west. Fording it is near impossible,
  and there are only a few established bridges.
  High Sun Rock Not far north from the banks of the Hollow
  River stands a massive rock formation, held sacred by the
  local aarakocra population. Anyone approaching is driven
  off with spears and arrows.
  Settlements The plains are home to the major settlements
  of Driftwood, on the west coast, Riversmeet, on the banks
  of the hollow river, Kal'Vrettan, a dwarven citadel at the
  base of the mountains, and Sandstone, to the south.
  Smaller towns exist but aren't widely known.
  
  In this journal, I jot down notes about my experiences exploring
  many different places. Shown here is the format I use for
  describing these places. I hope they clear up any confusion that
  may arise from further reading.
  Part 2 | Locations in the Waste: Sandstone
  15
  Sandstone
  Settlement: Town
  Navigation
  Foraging
  Identification
  Encounter
  DC 5
  DC 5
  DC 10
  n/a
  Danger Level 1 - Safe and Civilised
  Helpful Skills Deception, Insight, Intimidation, Perception,
  Persuasion, Sleight of Hand
  Visibility Normal
  Helpful Languages Common, Gnomish
  In the Shadow of History Sandstone is built on the ruins of
  an ancient, long-dead city.
  A Bastion of Tenuous Civilisation A shaky peace is kept in
  Sandstone, everyone quick enough on the draw that
  caution is the word of the day.
  There's Gold in them Hills Recent gold and mithril rushes
  have bolstered the local population significantly.
  End of the Line Sandstone is the furthest point south that
  the gnomish rail goes. All that exists further south is sand,
  sun and gnolls.
  Resources
  Plants, Minerals, and Animals. List any plants, minerals, or
  animals that may aid travelers in surviving. Be sure to
  highlight what important appearance, medicinal, and
  behavioral traits of these resources.
  Notable Locations
  The Sandy Homonculus The local saloon. A good place to
  drink whisky, play cards and pick up some leads.
  General Store The general store.
  Town Hall This is another location.
  Sheriff's Office This is another location.
  Marketplace This is another location.
  Blacksmith This is another location.
  Notable Individuals
  Ruby Greene De facto major of Sandstone. Human.
  Ephraim Sandstone's Warforged sheriff.
  Berrik Eindvaf The dwarven, Forerunner proprietor of the
  Sandy Homonculus.
  Padre Somethingo Priest of .
  The other person This is another person.
  The other person This is another person.
  
  House Rules & Character Options
  Gameplay Rules
  Death Saving Throws
  Death saving throws are made into the DM's cupped hands.
  Results are only revealed at the end of a long rest, after a critical
  success, or after three failures.
  Inspiration
  Every player begins each session with a single inspiration token.
  You can additionally gain inspiration tokens by acting in a
  characterful manner, or by adding something new or special to
  the game - a piece of lore, a new plothook, an interesting NPC,
  etc. You can hold up to three inspiration tokens at once.
  You can spend inspiration tokens in two ways:
  To make a roll with advantage
  To interrupt an opponent's turn
  Powerful Crits
  Critical hits deal maximum damage, plus one additional die roll.
  For example, on a critical hit, if you would normally roll 1d8+4
  for damage, you now roll 12+1d8.
  Rest Length
  The hostile environment on the Frontier is not amenable to rest
  and recuperation. Long rests take seven days to complete, can
  only take place in safe locations, such as towns and established
  camps, and restore all spent hit dice and exhaustion levels. This
  time can be spent on downtime activities. Short rests take one
  hour.
   
  Silver Standard
  Folk on the Frontier aren't as wealthy as those in the realms.
  Gold coins are rarely seen, and flashing them about in public is
  a good way to find a knife in the back.
  Instead, Eanna works on the Silver Standard, where one gold
  is worth a hundred silver, and a silver is worth a hundred copper.
  This means that one gold piece is therefore worth ten thousand
  copper pieces, rather than the realms standard of 100 copper
  pieces.
  In mechanical terms, this doesn't mean that anything costs
  any more or less, but it prevents copper and silver from just
  being pointless junk currencies.
  A listing of new prices for weapons, armour, adventuring gear,
  and other items is provided in Appendix A: Revised Equipment
  Listing.
  Silver Standard Currency Conversion
  Coin
  Copper
  Silver
  Gold
  Copper (cp)
  1
  1/100
  1/10,000
  Silver (sp)
  100
  1
  1/100
  Gold (gp)
  10,000
  100
  1
  House Rules | Changes to Life on the Frontier
  19
  
  Inventory Space
  Rather than measure carrying capacity with weight, characters
  on the frontier measure how much they can carry in terms of
  containers. A container can be anything - a bag, a pouch, a belt, a
  sheathe, a sack - so long as it can be carried by your character.
  Character Size
  The total number of containers you can carry is determined by
  your character size.
  Armour
  The type of armour you are wearing also affects how many
  containers you can hold, as the bulk of heavier armour takes up
  valuable space.
  A halfling wearing full plate therefore has space for only two
  containers worth of equipment, whereas a goliath barbarian
  wearing no armour has space for six containers worth of
  equipment.
  A full list of item sizes is available in Appendix A: Silver
  Standard.
  Free Storage
  In addition to their containers, characters can freely carry one
  ration box, one waterskin, and one purse. These don't occupy
  inventory space and can store a small amount of basic supplies -
  food, water, and money.
  Ration box: Stores up to five basic rations.
  Waterskin Holds enough water for five drinks.
  Purse Holds up to 100 coins.
  You can also wear one set of basic clothing without taking up
  any inventory space. Anything else must be stored in a container.
  Item Sizes
  You can store 5 tiny items, 1 small item, 5 gems, or 100 coins in
  a single container slot.
  Size
  Slots Description
  Tiny
  1/5 Very small (smaller than a hand); can hold
  many in one hand.
  Small
  1
  Short length (up to a handspan / 9 inches);
  held comfortably in one hand
  Medium
  2
  Medium length (up to an arm's length); held
  with one hand
  Large
  3
  Long length (longer than an arm); requires one
  or two hands to hold.
   
  Container Categories
  When you are equipping your character, you must name and
  categorise each container - this defines what it is and where it is
  on your body.
  Container Categories 
  Containers can be broadly seperated into 5 categories. When
  naming your inventory containers, assign a category to each,
  mixing and matching however you like.
  Bag: A bag holds items of any size. It takes a full turn and two
  free hands to take an item out.
  Pouch: A pouch holds medium, small, and tiny items. You can
  take an item out with a free hand, as a bonus action.
  Belt: A belt holds small and tiny items. You can take an item
  out with a free hand, as a free action.
  Sheath: A sheath holds weapons and shields. You can draw a
  weapon from a sheath with a free action. You can also store a
  single shield in a sheath, occupying only one slot.
  Quiver: A quiver stores arrows and quarrels. You can also hang
  a single bow or crossbow from a quiver - a weapon stored in
  this way occupies only one slot.
  Size
  Containers
  Tiny
  3
  Small
  5
  Medium
  6
  Size
  Containers
  Large
  6
  Huge
  9
  Gargantuan
  13
  Armour
  Containers
  None
  0
  Light
  -1
  Armour
  Containers
  Medium
  -2
  Heavy
  -3
  House Rules | Changes to Life on the Frontier
  20
  
  Active Initiative
  On the frontier, combatants don't simply wait in line to take their
  turn. This is a variant of Popcorn Initiative, which abolishes the
  turn order. Now, the flow of battle becomes dynamic, and at the
  end of your turn, you get to decide who will go next.
  Initiative works like this:
  1. Who goes first? Determine who goes first. This will either
  be whoever triggered the combat, or whoever rolled highest
  for initiative.
  2. Take turns Take your turn. Once you've finished, you get to
  decide who goes next. This can be any creature, friendly or
  hostile, who hasn't acted yet.
  3. End the round Once all characters and creatures have
  finished their turns, end the round and finish up any expired
  effects, such as spells or powers, etc.
  4. Start a new round Whoever ended the last round decides
  who starts the next one. However, it can't be them unless
  there are no alternatives.
  You cannot pass or delay once your turn begins, but you can
  ready an action.
  Interrupts
  If you have not yet taken your turn this round, you have a chance
  to steal the initiative and take the next turn - even if you were not
  nominated. This is called an interrupt. There are two ways in
  which you can do this:
  You can spend an Inspiration point to interrupt.
  If you took damage during the last turn, you can choose to
  interrupt for free.
  If you choose to interrupt, you must do so before the next
  person starts their turn. You can't interrupt if you've already
  acted this round, and you can't interrupt an ally.
  Each encounter, the DM gets one free Interrupt Point per
  player. The DM may spend one of these points to steal the
  initiative, but can only use use one point per round.
  Effect Duration
  Effects that last a specific duration of rounds now tick down at
  the end of each round. Once a duration has gone below 0, the
  effect has ended and can be removed.
  Effects that would expire at the start or end of your next turn
  are unchanged.
  Active Defence
  On the frontier, players must actively defend themselves from
  threats. Rather than the DM making attack rolls, players make
  defence rolls against any incoming attacks, and rather than the
  DM making saving throw rolls, players making saving throw
  attacks.
  Defence rolls
  A defence roll has a bonus equal to the player's AC, while the
  opposing DC equals the attacker's attack bonus + 22.
  Defence roll: d20 + AC  
  DC: attacker's attack bonus + 22
  If your defence equals or beats the DC, your character
  successfully avoids the attack. If you fail, the attack hits.
  Advantage If the attacker would have advantage, make your
  defence roll with disadvantage - and vice-versa if the attacker
  would have disadvantage.
  Criticals If the defence roll comes up as a natural 1, it's a
  critical fail - the attack is a critical hit.
  Saving Throw Attacks
  The bonus to the attack roll equals the effect's save DC, while
  the opposing DC equals the target's saving throw bonus +22.
  Saving throw attack: d20 + the effect's save DC  
  DC: target's saving throw bonus + 22
  If your attack equals or beats the DC, your character
  successfully makes the attack. If you fail, you miss.
  As before, if the saving throw would have been at advantage,
  the saving throw attack roll is made at disadvantage, and vice-
  versa.
  House Rules | Changes to Life on the Frontier
  21
  
  Character Creation
  Ability Score Distribution
  When creating a character, you may use standard array or 27
  point-buy for ability scores.
  Racial Ability Scores
  You may adjust the distribution of your racial ability score
  bonuses by one point, to a maximum of +2. For example, if your
  chosen race would gain +2/+1 to their ability scores, you may
  change this to +1/+2, or +1/+1/+1. You may not change +2/+1 to
  +3. This option is not available to humans.
  Darkvision
  Likely due to their lack of actual evolution in the dark places of
  the world, darkvision is not common amongst the mythical races
  of the Third Age. Only kobolds and tabaxi have the Darkvision
  ability.
  Feats at Level One
  All characters gain a free feat at level one, which must be taken
  from the following list:
  Actor, Crossbow Expert, Dual Wielder, Firearm Expert,
  Grappler, Inspiring Leader, Keen Mind, Linguist, Magic Initiate,
  Martial Adept, Resilient, or Tavern Brawler.
  Alternatively, you may choose one of the racial feats from
  Xanathar's Guide to Everything.
  Variant Humans
  As all characters gain a feat at level one, variant humans are not
  a valid option in this campaign.
  Additional Class Options
  The frontier is a wild and varied place. These additional class
  options are available to all players: the Atavist, the Artificer
  (Cannonsmith, Gadgetsmith and Wandsmith subclasses only),
  the Pugilist, the Seeker, and the Warden. These are detailed
  earlier in the document.
  Eldritch Knights
  Rather than choosing only from the Abjuration and Evocation
  spell lists, Eldritch Knights can instead choose any one school of
  magic to select their spells from, in addition to Abjuration. For
  example, an Eldritch Knight could choose Abjuration and
  Necromancy, or Abjuration and Illusion.
  Intelligent Warlocks
  On the frontier, wits count for just as much as fancy words.
  Warlocks can use their choice Charisma or Intelligence as their
  main attribute. If you choose Intelligence, also change your
  saving throw proficiencies from Wisdom & Charisma, to
  Wisdom & Intelligence.
  Rangers
  The 'Yet Another Ranger Variant' homebrew Ranger class
  replaces the Player's Handbook Ranger class.
  Way of the Four Elements Monk
  Way of the Four Elements Monks can choose to use the
  remastered version.
  Gunslingers & Firearm Proficiency
  Gunslingers are not a separate class on the Frontier - instead,
  existing classes gain access to Firearm proficiency, reflecting a
  greater diversity of gun-users.
  All classes who gain proficiency in Martial Weapons also gain
  proficiency in Firearms. Rogues gain proficiency in Pistols, and
  the Rogue subclass Scout additionally gains proficiency in
  Revolvers. Elves are proficient in Elven Longbarrels, and
  Gnomes are proficient in all Firearms.
  Firearm Expert
  This is a new feat which reflects expertise with firearms, and
  grants the following benefits:
  You can ignore the loading quality of firearms with which you
  are proficient.
  Being within 5 feet of a hostile creature doesn't impose
  disadvantage on your ranged attack rolls.
  When you use the Attack action and attack with a one-
  handed weapon with the Light property, you can use a bonus
  action to attack with a loaded firearm you are holding that
  has the light property and is in your off-hand.
  Additional Fighting Styles
  The following Fighting Styles are also available to all classes
  that gain a Fighting Style.
  Skirmishing You gain a +1 bonus to attack and damage rolls
  you make with weapons with the thrown property.
  Also, drawing a thrown weapon may be done as part of each
  attack you make with them during your turn.
  Gunslinger You gain a +1 bonus to attack rolls you make with
  weapons with the Firearm property.
  Additionally, you have advantage on Initiative rolls during
  Showdowns.
  House Rules | Changes to Life on the Frontier
  22
  
  Sorcerous Mana
  Sorcerers use the Spell Points variant rule, from the DMG pg.
  288. They combine these Spell Points with their Sorcery Points
  to create a single resource: Mana.
  Instead of gaining spell slots to cast your spells from the
  Spellcasting feature, you gain a pool of mana points instead. As
  a free action, you expend a number of mana points to create a
  spell slot of a given level, and then use that slot to cast a spell.
  You can't reduce your mana point total to less than 0, and you
  regain all spent mana points when you finish a long rest.
  Spells of 6th level and higher are particularly taxing to cast.
  You can use mana points to create one slot of each level of 6th
  and higher. You can't create another slot of the same level until
  you finish a long rest.
  The number of mana points you have to spend is based on
  your level as a spellcaster, as shown in the Mana Points by Level
  table. Your level also determines the maximum-level spell slot
  you can create. Even though you might have enough points to
  create a spell slot above this maximum, you can't do so.
  Mana Point Cost
   
  Mana Points by Level
  Class Level
  Mana Points
  Max Spell Level
  1st
  4
  1st
  2nd
  8
  1st
  3rd
  17
  2nd
  4th
  21
  2nd
  5th
  32
  3rd
  6th
  38
  3rd
  7th
  45
  4th
  8th
  52
  4th
  9th
  66
  5th
  10th
  74
  5th
  11th
  84
  6th
  12th
  85
  6th
  13th
  96
  7th
  14th
  97
  7th
  15th
  109
  8th
  16th
  110
  8th
  17th
  124
  9th
  18th
  132
  9th
  19th
  142
  9th
  20th
  153
  9th
  Starting Equipment
  Rather than starting with equipment based on your class,
  players will roll for starting silver based on their class, and then
  purchase their starting equipment.
  Starting Wealth
  Spell Level
  Mana Cost
  1
  2
  2
  3
  3
  5
  4
  6
  5
  7
  Spell Level
  Mana Cost
  6
  9
  7
  10
  8
  11
  9
  13
  Spell Level
  Silver
  Atavist
  4d4 x10
  Artificer
  4d4 x10
  Pugilist
  5d4
  Seeker
  4d4 x10
  Warden
  5d4 x10
  Barbarian
  2d4 x10
  Bard
  5d4 x10
  Cleric
  5d4 x10
  Druid
  2d4 x10
  Spell Level
  Silver
  Fighter
  5d4 x10
  Monk
  5d4
  Paladin
  5d4 x10
  Ranger
  5d4 x10
  Rogue
  4d4 x10
  Sorcerer
  3d4 x10
  Warlock
  4d4 x10
  Wizard
  4d4 x10
  House Rules | Changes to Life on the Frontier
  23
  
  Firearms
  WW
  ith advanced technology came gunpowder, which
  quickly made its way from colourful, gnomish
  fireworks and into firearms. Firearms are more
  powerful than regular weapons, but are also
  unreliable. Firearms available are listed at the
  bottom of the page.
  Properties
  Although Firearms are ranged weapons, they do not benefit
  from the Archery fighting style. Any weapon with the Firearm
  property has the below features.
  Loading All firearms use ammuniation and require loading,
  per the Loading rules in the PHB, pg. 147. Some firearms only
  require loading after a certain number of shots. This is noted as
  Loading (6), for example.
  Exploding Damage Firearms are powerful technology. When
  you roll the maximum result on a damage die, you may roll that
  die again. If this is also the maximum result, you may continue
  rolling until you get a non-maximum result.
     High Crit Firearms can pierce the most vulnerable spots on a
  person. Firearms critically hit on a roll of 19 or 20.
  Misfire As an unpredictable, new technology, firearms
  occasionally misfire and jam. This occurs when an attack roll
  returns a result equal to or lower than a firearm's misfire score.
  A misfire is an automatic miss, and any firearm that has
  misfired cannot be used until an action has been spent
  unblocking the jam.
  Loud Guns aren't subtle weapons, and on firing, let off a
  thunderous BOOM that can be clearly heard within their
  maximum firing range.
  Showdowns
  Sometimes on the frontier, the only way to settle a dispute is
  with hot lead. This is traditionally done using pistols or
  revolvers, at high noon, in a public location. It is considered poor
  form to interfere with a showdown.
  In order to contest a showdown, two combatants must first
  roll for initiative, and then combat proceeds as normal. Attack
  rolls during showdowns are made with advantage, and all hits
  are critical hits.
  Firearms
  Name
  Cost
  Damage
  Size Properties
  Pistol
  50 sp
  1d6 piercing
  S
  Ammunition (range 30/90), firearm (misfire 2), light
  Revolver
  250 sp 1d8 piercing
  S
  Ammunition (range 30/90), firearm (misfire 1, loading 6), light
  Hunting Rifle
  75 sp 1d10 piercing
  L
  Ammunition (range 80/240), firearm (misfire 2), heavy, two-handed
  Elven Longbarrel 320 sp 1d10 piercing
  L
  Ammunition (range 120/360), firearm (misfire 1, loading 3), heavy, two-handed
  House Rules | Changes to Life on the Frontier
  24
  
  Backgrounds
  T
  here are a number of new backgrounds available,
  reflecting life on the frontier. This includes the
  Prospector, the Gunslinger, the Deputy, the
  Forerunner, the Nativeborn, the Engineer and the
  Eanna Native.
  Dragon Cultist
  Even before the ancient golden dragon Saraanqolaas arrived in
  the northern plains of Eanna, there had been rumours and
  myths of dragons, and, accordingly, those who worshipped them.
  As a dragon cultist, you may be part of a cult who worships the
  apparently benevolent Saraangolaas, or another dragon, which
  may or may not exist only in myths or legends. Your cult may be
  closer to a religion than a true cult, and you may still be a
  member, or you might have escaped from a darker cult, and have
  intimate and uncomfortable knowledge about dark rituals and
  heretical knowledge that have only just been discovered in the
  world.
  Worshippers of Saraangolaas successfully make contact with
  her only very infrequently, and thus must rely on their
  somewhat-dubious interpretations of her wishes. Nonetheless,
  she is tentatively recognised as a force of good on the Frontier,
  and as such, her followers try and act in such a way that would
  please her.
  Skill Proficiencies: Choose two of the following: Arcana,
  Religion, History, Medicine, Persuasion.
  Tool Proficiencies: Horn
  Languages: Your choice of Draconic, Infernal, Celestial,
  Abyssal or Primordial, depending on your order's patron.
  Equipment: Lightly tattered robes, a symbol of devotion, a
  holy text, 5 sticks of incense, a Dragonchess set, and a belt
  pouch containing 15 gp.
  Feature: Secret Signs
  You know the secret symbology of your cult, which is used by
  members to identify themselves to fellow adherents. Some
  influntial persons or townsfolk may be members of your cult,
  and with a subtle gesture or hand sign you can discern who
  follows the ways of your dragon patron.
  Cloisters of your cult may be hidden in different towns. These
  signs can identify such cloisters, and if they are still active, the
  adherants there may feel obliged to provide you and your
  companions with food, lodging and information.
  Suggested Characterists
  A cult washes away doubt and instills faith; this simple fact
  reverberates all throughout a cultust's life. Additionally, their
  study of their dragon patron and tenets of their faith affects their
  mannerisms and ideals. Their flaws might be some hidden
  doubt or heretical ideal, or an ideal or bond taken to an extreme.
  d4 Personality Trait
  1 I idolise the dragon whose cult I am a member of, and
  constantly reference them in conversation
  2
  I see omens in every event and action. The dragon I
  worship is sending me signs, and all I need to do is
  recognise them.
  3 I struggle to reconcile some aspect of my upbringing or
  culture with my newfound beliefs.
  4
  I'll happily inform anyone that I meet of the ways in which
  they are acting heretically. I may even offer them
  righteous literature to read, in hopes of converting them
  to my cause.
  d6 Ideal
  1 Loyalty One must commit themselves to their ideals
  absolutely. (Lawful)
  2 Redemption I believe that evil deeds can be repented. I
  must believe. (Good)
  3 Secrets This cult is a path to long-lost secrets and hidden
  lore. (Neutral)
  4
  Revision The world is changing fast and my cult, as well as
  my patron, must adapt to it. I intend to help them with
  this. (Chaotic)
  5
  Faith I trust that my patron guides my actions. I have faith
  that if I work hard, and hold to their tenants, good things
  will happen. (Lawful)
  6 Power My dark patron holds power, but I plan to be more
  powerful than they'll ever be. (Evil)
  d4 Bond
  1 A day of reckoning is coming, and this cult, and my
  knowledge, is key to stopping it.
  2 A monstrous, immortal enemy of my cult is hunting me. I
  may never be safe until I've defeated it.
  3 I will do anything to protect the cult of which I am a
  member.
  4
  I have dedicated my life to furthering my patron's agenda
  in the world. Everything I do must be part of their grand
  plan.
  d6 Flaw
  1 I'm too willing to follow the orders of my cult without
  much thought.
  2 I judge others harshly against the tenants of my order,
  and myself even more severely.
  3 Knowledge is more important than sanity.
  4 I'm a little too into blood sacrifice.
  5 I am suspicious of the motives of strangers, particularly
  those who are not part of my order.
  6 I would do anything to meet the patron of my cult.
  Anything.
  Backgrounds | Storied Pasts
  25
  
  Deputy
  Out on the Frontier, there are no Kingdoms or Dukedoms to rule
  on the law, and no King's guard or city watch to enforce order.
  Instead, each town must administer justice as they see fit, often
  appointing a Sheriff who acts as the focal point of local law
  enforcement. They may or may not work with a learned judge,
  who passes sentences and interprets common and case law, but
  more often than not they rely on a small group of Deputies for
  the day to day work.
  You are one of these deputies - either on your own, supporting
  your Sheriff as best you can, or as part of a team, dividing up
  responsibilities by geography or other factors. You might be a
  friend to your town, and play good cop in administering the law,
  or you may be a harsh enforcer who brooks no disrespect and
  laws down the law with vengeance. Your strength might even lay
  in solving crimes after the fact, using your skills as an
  investigator or detective.
  Skill Proficiencies: Choose two of the following: Athletics,
  Insight, Investigation, Persuasion, Intimidation.
  Tool Proficiencies: Horn, one gaming set of your choice.
  Languages: Choose one language, of a race native to the
  town you are a deputy in.
  Equipment: A silver deputy's badge, a horn with which to
  summon help, a set of manacles, a wide-brimmed hat, a
  notebook and pencil, and a pouch containing 5 gp.
  Feature: Just the Facts, Please, Ma'am
  Your experience in enforcing the law, and dealing with
  lawbreakers, gives you a feel for local laws and criminals
  wherever you go. This gets you off to a good start with the local
  sheriff and citizens of good standing, and means you can easily
  pick out the dens of criminal activity in a community, although
  you're more likely to be welcome with the former than the latter.
  Suggested Characterists
  People end up working as deputies for all sorts of reasons, from
  the just to the power-hungry. Often they find their prior
  allegiences, and even their race, can complicate matters of law
  enforcement, and they may find it difficult to juggle their
  loyalties when former friends, colleagues or members of their
  race run foul of the law.
   
  d6 Personality Trait
  1 Breaking up brawls is the best part of my day.
  2 My friends know they can rely on me no matter what
  3 I moved into law enforcement from the military, and I'm
  haunted by the spectre of war.
  4 I face problems and investigations head-on. A simple,
  direct solution is the best path to success.
  5 I'm always polite and respectful, particularly to victims of
  crime.
  6
  Nothing motivates me more than having a mystery to
  solve, and I long to have an arch-nemesis who rivals my
  intellect and detective prowess.
  d6 Ideal
  1
  Greater Good Our lot is to defend justice and, if
  necessary, lay down our lives in defence of the law.
  (Good)
  2 Responsibility I do what I must and obey just authority.
  (Lawful)
  3 Power I can use my position to further my own goals.
  (Evil)
  4 Good Cop I am convinced that the use of force is not
  necessary, even in my line of work. (Good)
  5 Endurance There will always be crime, and therefore there
  must always be justice. (Good)
  6
  Independence When people follow orders and the law
  blindly, they embrace a kind of tyranny. Justice must serve
  the people. (Chaotic)
  d6 Bond
  1 I would lay down my life for my Sheriff and the people of
  my town.
  2 My honour is my life.
  3 I fight for those who cannot fight for themselves.
  4 I once allowed a dangerous criminal to go free, and I don't
  plan on doing that again
  5 I once sentenced an innocent man to a horrible
  punishment, and the guilt still haunts me.
  6 All those who strive to uphold the law are my allies
  d6 Flaw
  1 I must always take my cut when enforcing justice.
  2 I am unwilling to admit when I am wrong.
  3 I become enraged at even the slightest injustice
  4 Mercy is a foreign concept to me.
  5 The small amount of power I have has gone straight to
  my head.
  6 I expect others to adhere to the law, but I am above it.
  Backgrounds | Storied Pasts
  26
  
  Appendix A: Revised Equipment Listing
  Revised equipment
  A listing of revised equipment is shown below, reflecting both
  the new inventory rules as well as silver standard pricing.
  Calculating from old prices
  Silver Standard price tables are shown below, but to convert
  from realms pricing to silver standard, first work out the old
  price in copper - multiply by 10 if the price was in silver, or 100
  if the price was gold. An item worth 10 gp is worth 1,000 cp, and
  an item worth 25 gp translates to 2,500 cp.
  Then, divide by 100 for the silver price, or 10,000 for the gold
  price. An item that cost 25 gold in the realms would therefore
  cost 25 sp on the Frontier, or a quarter of a gold piece.
  Old price New price (cp)
  New price (sp)
  New price (gp)
  1 sp
  10
  0.1
  0.001
  1 gp
  100
  1
  0.01
  5 gp
  500
  5
  0.05
  10 gp
  1000
  10
  0.1
  25 gp
  2500
  25
  0.25
  50 gp
  5000
  50
  0.5
  100 gp
  10000
  100
  1
   
  Armour
  Armor
  Cost
  Armor Class (AC)
  Strength
  Stealth
  Size
  Light armor
     Padded
  5 sp
  11 + Dex modifier
  —
  Disadvantage
  L
     Leather
  10 sp
  11 + Dex modifier
  —
  —
  L
     Studded leather
  45 sp
  12 + Dex modifier
  —
  —
  L
  Medium armor
     Hide
  10 sp
  12 + Dex modifier (max 2)
  —
  —
  L x2
     Chain shirt
  50 sp
  13 + Dex modifier (max 2)
  —
  —
  L x2
     Scale mail
  50 sp
  14 + Dex modifier (max 2)
  —
  Disadvantage
  L x2
     Breastplate
  400 sp
  14 + Dex modifier (max 2)
  —
  —
  L x2
     Half plate
  750 sp
  15 + Dex modifier (max 2)
  —
  Disadvantage
  L x2
  Heavy armor
     Ring mail
  30 sp
  14
  —
  Disadvantage
  L x3
     Chain mail
  75 sp
  16
  Str 13
  Disadvantage
  L x3
     Splint
  200 sp
  17
  Str 15
  Disadvantage
  L x3
     Plate
  1500 sp
  18
  Str 15
  Disadvantage
  L x3
  Shield
     Shield
  10 sp
  2
  —
  —
  M
  Appendix A | Silver Standard
  33
  
  Weapons
  Name
  Cost
  Damage
  Size
  Simple Melee Weapons
     Club
  10 cp
  1d4 bludgeoning
  M
     Dagger
  2 sp
  1d4 piercing
  S
     Greatclub
  20 cp
  1d8 bludgeoning
  L
     Handaxe
  5 sp
  1d6 slashing
  M
     Javelin
  50 cp
  1d6 piercing
  L
     Light Hammer
  20 cp
  1d4 bludgeoning
  S
     Mace
  5 sp
  1d6 bludgeoning
  M
     Quarterstaff
  20 cp
  1d6 bludgeoning
  L
     Sickle
  1 sp
  1d4 slashing
  S
     Spear
  1 sp
  1d6 piercing
  L
  Martial Melee Weapons
     Battleaxe
  10 sp
  1d8 slashing
  L
     Flail
  10 sp
  1d8 bludgeoning
  M
     Glaive
  20 sp
  1d10 slashing
  L
     Greataxe
  30 sp
  1d12 slashing
  L
     Greatsword
  50 sp
  2d6 slashing
  L
     Halberd
  20 sp
  1d10 slashing
  L
     Lance
  10 sp
  1d12 piercing
  L
     Longsword
  15 sp
  1d8 slashing
  L
     Maul
  10 sp
  2d6 bludgeoning
  L
     Morningstar
  15 sp
  1d8 piercing
  M
     Pike
  5 sp
  1d6 piercing
  L
     Rapier
  25 sp
  1d6 piercing
  M
     Scimitar
  25 sp
  1d6 slashing
  M
     Shortsword
  10 sp
  1d4 piercing
  M
     Trident
  5 sp
  1d8 piercing
  L
     War pick
  5 sp
  1d8 piercing
  M
     Warhammer
  15 sp
  1d8 bludgeoning
  L
     Whip
  2 sp
  1d4 slashing
  S
  Name
  Cost
  Damage
  Size
  Simple Ranged Weapons
     Crossbow, light
  25 sp
  1d8 piercing
  M
     Dart
  50 cp
  1d4 piercing
  T
     Shortbow
  1 sp
  1d6 piercing
  M
     Sling
  10 cp
  1d4 bludgeoning
  S
  Martial Ranged Weapons
     Blowgun
  10 sp
  1 piercing
  S
     Crossbow, hand
  75 sp
  1d6 piercing
  S
     Crossbow, heavy
  50 sp
  1d10 piercing
  L
     Longbow
  50 sp
  1d8 piercing
  L
     Net
  1 sp
  —
  S
  Firearms
     Pistol
  75 sp
  1d6 piercing
  S
     Revolver
  180 sp 1d8 piercing
  S
     Hunting Rifle
  90 sp
  1d10 piercing
  L
     Elven Longbarrel
  210 sp 1d10 piercing
  L
  Appendix A | Silver Standard
  34
  
  Adventuring Gear
  Item
  Cost
  Size
  Abacus
  2 sp
  S
  Acid (vial)
  25 sp
  T
  Alchemist's fire (flask)
  50 sp
  S
  Ammunition
      Arrows (20)
  1 sp
  S
      Blowgun needles (20)
  1 sp
  S
      Bullets (20)
  2 sp
  S
      Crossbow bolts (20)
  1 sp
  S
      Sling bullets (20)
  4 cp
  S
  Antitoxin (vial)
  50 sp
  T
  Arcane focus
      Crystal
  10 sp
  S
      Orb
  20 sp
  S
      Rod
  10 sp
  S
      Staff
  10 sp
  L
      Wand
  5 sp
  S
  Backpack
  2 sp
  n/a
  Ball Bearings (bag)
  1 sp
  S
  Bedroll
  1 sp
  M
  Bell
  1 sp
  S
  Blanket
  50 cp
  S
  Bottle, glass
  2 sp
  S
  Bucket
  5 cp
  M
  Caltrops (bag of 20)
  1 sp
  S
  Candle
  1 cp
  T
  Case, crossbow bolt
  1 sp
  n/a
  Case, map or scroll
  1 sp
  S
  Chain (10 feet)
  5 sp
  S
  Chalk (1 piece)
  1 cp
  T
  Climber's kit
  25 sp
  n/a
  Clothes, common
  50 cp
  S
  Clothes, costume
  5 sp
  M
  Clothes, fine
  15 sp
  M
  Clothes, traveler's
  2 sp
  S
  Component pouch
  25 sp
  S
  Crowbar
  2 sp
  M
  Druidic focus
      Sprig of mistletoe
  1 sp
  S
      Totem
  1 sp
  S
      Wooden staff
  5 sp
  L
      Yew wand
  10 sp
  S
  Flask or tankard
  1 cp
  S
  Grappling hook
  2 sp
  S
  Hammer, sledge
  2 sp
  L
  Healer's kit
  5 sp
  S
  Item
  Cost
  Size
  Holy Symbol
      Amulet
  5 sp
  S
      Emblem
  5 sp
  S
      Reliquary
  5 sp
  S
  Holy water (flask)
  25 sp
  S
  Hunting trap
  5 sp
  S
  Ink (1 ounce bottle)
  10 sp
  T
  Ink pen
  2 cp
  T
  Jug or pitcher
  2 cp
  S
  Ladder (10-foot)
  1 cp
  L
  Lamp
  5 cp
  S
  Lantern, bullseye
  10 sp
  S
  Lantern, hooded
  5 sp
  S
  Lock
  10 sp
  S
  Magnifying glass
  1 gp
  S
  Manacles
  2 sp
  S
  Mess kit
  20 cp
  S
  Oil (flask)
  10 cp
  S
  Paper (one sheet)
  20 cp
  T
  Parchment (one sheet)
  10 cp
  T
  Pick, miner's
  2 sp
  L
  Piton
  5 cp
  S
  Poison, basic (vial)
  1 gp
  T
  Pole (10-foot)
  5 cp
  L
  Pot, iron
  2 sp
  S
  Potion of healing
  50 sp
  S
  Pouch
  50 cp
  n/a
  Quiver
  1 sp
  n/a
  Ram, portable
  4 sp
  L x2
  Rations (1/day)
  50 cp
  T
  Rope, hempen (50 ft)
  1 sp
  S
  Rope, silken (50 ft)
  10 sp
  S
  Sack
  1 cp
  n/a
  Sealing wax
  50 cp
  T
  Shovel
  2 sp
  L
  Signal whistle
  5 cp
  T
  Spellbook
  50 sp
  S
  Spikes, iron (10)
  1 sp
  S
  Spyglass
  10 gp
  S
  Tent, two-person
  2 sp
  L
  Tinderbox
  50 cp
  S
  Torch
  1 cp
  S
  Vial
  1 sp
  T
  Waterskin
  20 cp
  n/a
  Whetstone
  10 cp
  S
  Appendix A | Silver Standard
  35
  
  Tools, Food, Drink, Lodging & Animals
  Goods
  Cost
  Size
  Artisan's tools
     Alchemist's supplies
  50 sp
  M
     Brewer's supplies
  20 sp
  M
     Calligrapher's supplies
  10 sp
  S
     Carpenter's tools
  8 sp
  S
     Cartographer's tools
  15 sp
  S
     Cobbler's tools
  5 sp
  S
     Cook's utensils
  1 sp
  M
     Glassblower's tools
  30 sp
  M
     Jeweler's tools
  25 sp
  S
     Leatherworker's tools
  5 sp
  M
     Mason's tools
  10 sp
  M
     Painter's supplies
  10 sp
  S
     Potter's tools
  10 sp
  M
     Smith's tools
  20 sp
  M
     Tinker's tools
  50 sp
  M
     Weaver's tools
  1 sp
  M
     Woodcarver's tools
  1 sp
  S
  Disguise kit
  25 sp
  S
  Forgery kit
  15 sp
  S
  Gaming set
     Dice set
  1 sp
  S
     Playing card set
  5 sp
  S
  Herbalism kit
  5 sp
  S
  Musical instrument
     Bagpipes
  30 sp
  L
     Drum
  6 sp
  M
     Dulcimer
  25 sp
  L
     Flute
  2 sp
  S
     Lute
  35 sp
  M
     Lyre
  30 sp
  M
     Horn
  3 sp
  M
     Pan flute
  12 sp
  S
     Shawm
  2 sp
  M
     Viol
  30 sp
  M
  Navigator's tools
  25 sp
  S
  Poisoner's kit
  50 sp
  S
  Thieves' tools
  25 sp
  S
  Item
  Cost
  Ale
     Gallon
  20 cp
     Mug
  4 cp
  Banquet (per person)
  10 sp
  Cheese, hunk
  10 cp
  Inn stay (per day)
     Squalid
  7 cp
     Poor
  10 cp
     Modest
  50 cp
     Comfortable
  80 cp
     Wealthy
  2 sp
     Aristocratic
  4 sp
  Meals (per day)
     Squalid
  3 cp
     Poor
  6 cp
     Modest
  30 cp
      Comfortable
  50 cp
      Wealthy
  80 cp
     Aristocratic
  2 sp
  Meat, chunk
  30 cp
  Wine
     Common (pitcher)
  20 cp
     Fine (bottle)
  10 sp
  Item
  Cost
  Speed
  Animals
     Camel
  50 sp
  50 ft.
     Donkey or mule
  8 sp
  40 ft.
     Elephant
  2 gp
  40 ft.
     Horse, draft
  50 sp
  40 ft.
     Horse, riding
  75 sp
  60 ft.
     Mastiff
  25 sp
  40 ft.
     Pony
  30 sp
  40 ft.
     Warhorse
  4 gp
  60 ft.
  Appendix A | Silver Standard
  36
  
  Credits
  Rules Credits
  Darker Dungeons
  House rules for inspiration, active defence, active initiative, and
  inventory space have been directly lifted from Darker Dungeons.
  Artwork Credits
  Front cover
  The Knight with No Name, by theDURRRIAN
  Page 2
  Dungeon Magazine 80 cover by Mark Zug
  Page 3
  Wasteland (Commission) by ehecod
  Page 4
  Valusia (Final) by Khang Le
  Page 5
  Rift concept art (artist unknown)
  Page 7
  Dante paintup by Jake Gumbleton
  Page 7
  Desert Elves Sketch by Beaver-Skin
  Page 8
  Western Dwarf - Dwarf Gunslinger by Johanz
  Page 10
  Orc Brawler by Denis Pospelov
  Page 11
  Knife River by Ryan Gitter
  Page 13
  Journey to the West by Jalingseng0
  Page 14
  Zoseer by Blue Sword Games
  Page 15
  Shifting Sands by Digital Blasphemy
  Page 19
  from 36 Fantasy Portraits by Yann Blomquist
  Page 20
  Cowbro the outlaw sorcerer by theDURRRRIAN
  Page 21
  Elven sniper by MikitaNV
  Page 22
  Dragonborn in the desert by Nikolaidraws
  Page 31
  From the PHB, WotC
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Spellslinger v0.01b.pdf