TEXT: A Guide to the
  A Guide to the
  Age of 
  Age of Æ
  Æther
  ther
  for
  for  D&D 5th Edition
  D&D 5th Edition
  11
  
  Quaint
  Quaint  and
  and  Curious
  Curious
  Æthereal 
  Æthereal Gaslight
  Gaslight
  A Guide to the
  A Guide to the
  Age of 
  Age of Æ
  Æther
  ther
  for
  for  D&D 5th Edition
  D&D 5th Edition
  Contents
  Contents
  Steam Age Swords & Sorcery
  Steam Age Swords & Sorcery...............
  ...............55
  Various Ages of Æther
  Various Ages of Æther.................................
  .................................66
  1. An Age of Wonders
  1. An Age of Wonders.............................
  .............................77
  The Spark of Revolution
  The Spark of Revolution..............................
  ..............................77
  Elemental Engines...........................................7
  Ethereal Currents..........................................7
  Technomancy.....................................................8
  Scientific Thaumaturgy..................................8
  The Fires of Industry
  The Fires of Industry....................................
  ....................................99
  Machines and Manufacturing.......................9
  Communication Networks.............................9
  Planes, Trains, and Automobiles...............10
  Guns and Gunpowder...................................10
  Industrial Byproducts
  Industrial Byproducts...............................
  ...............................11
  11
  Elemental Exhaust.........................................11
  Ethereal Side Effects..................................12
  Junk.....................................................................12
  2. Races
  2. Races...................................................
  ...................................................13
  13
  Dwarves
  Dwarves..........................................................
  ..........................................................13
  13
  Elves
  Elves................................................................
  ................................................................13
  13
  The Elven Retreat..........................................13
  Halflings
  Halflings........................................................
  ........................................................14
  14
  Humans
  Humans............................................................
  ............................................................14
  14
  Dragonborn
  Dragonborn..................................................
  ..................................................14
  14
  Gnomes
  Gnomes............................................................
  ............................................................15
  15
  Half-Bloods & Planetouched
  Half-Bloods & Planetouched..................
  ..................15
  15
  Exotic and Monster PCs
  Exotic and Monster PCs............................
  ............................15
  15
  Luddite Bonus.................................................15
  Constructs as PCs
  Constructs as PCs.....................................
  .....................................16
  16
  Tin Man...............................................................16
  3. Classes
  3. Classes...............................................
  ...............................................18
  18
  Barbarians
  Barbarians.....................................................
  .....................................................18
  18
  Path of the Street Fighter.........................18
  Bards
  Bards...............................................................
  ...............................................................20
  20
  College of Secrets......................................20
  Clerics
  Clerics............................................................
  ............................................................21
  21
  Technology Domain......................................22
  More Tech Spells?........................................22
  Druids
  Druids..............................................................
  ..............................................................23
  23
  Circle of the City..........................................23
  Fighters
  Fighters..........................................................
  ..........................................................25
  25
  Fighting Styles...............................................25
  Grenadier (Martial Archetype)..................25
  Monks
  Monks..............................................................
  ..............................................................26
  26
  Paladins
  Paladins..........................................................
  ..........................................................26
  26
  Rangers
  Rangers..........................................................
  ..........................................................27
  27
  Rogues
  Rogues............................................................
  ............................................................27
  27
  Trap-Maker (Roguish Archetype)...............27
  Sorcerers
  Sorcerers......................................................
  ......................................................29
  29
  Warlocks
  Warlocks.......................................................
  .......................................................29
  29
  Wizards
  Wizards...........................................................
  ...........................................................29
  29
  Technomancy Tradition................................30
  4. The Engineer
  4. The Engineer......................................
  ......................................31
  31
  Mind of Metal and Wheels..........................31
  Cutting Edge....................................................31
  Creating an Engineer....................................31
  Class Features
  Class Features.............................................
  .............................................32
  32
  Gadgets.............................................................33
  Expertise...........................................................34
  Tech Jargon.....................................................34
  Quick Fix............................................................34
  Engineering Specialty..................................34
  Ability Score Improvement..........................34
  Rummage............................................................34
  Reconfigure....................................................34
  Reliable Talent...............................................34
  Swift Kick.........................................................35
  Perfected Craft............................................35
  Engineering Specialties
  Engineering Specialties.............................
  .............................36
  36
  Clockwork Menagerie.................................36
  Iron Brute........................................................37
  Tech Adept.......................................................39
  Gadgets
  Gadgets..........................................................
  ..........................................................40
  40
  Weapon Gadgets, Melee..............................40
  Weapon Gadgets, Ranged...........................40
  Aux Gadgets: Weapon Enhancements......41
  Aux Gadgets: Defensive and Utility..........42
  Aux Gadgets: Clockwork Menagerie.......43
  Bombfly.............................................................43
  Aux Gadgets: Iron Brute..............................44
  Multiclass Engineer.....................................44
  22
  
  5. Backgrounds, Feats, and Skills
  5. Backgrounds, Feats, and Skills....
  ....45
  45
  Backgrounds
  Backgrounds................................................
  ................................................45
  45
  Detective..........................................................45
  Doctor..............................................................45
  Gambler.............................................................46
  Inventor............................................................46
  Spy (Variant).....................................................46
  Street Thug......................................................47
  Technician........................................................47
  Feats
  Feats................................................................
  ................................................................48
  48
  Custom Gizmo..................................................48
  Powered Armor Proficiency......................48
  Gunslinger.......................................................48
  Photographer.................................................48
  Rifleman............................................................49
  Transporter....................................................49
  Skills
  Skills...............................................................
  ...............................................................49
  49
  Intelligence.....................................................49
  Wisdom...............................................................49
  6. Equipment
  6. Equipment...........................................
  ...........................................50
  50
  Starting Equipment
  Starting Equipment.....................................
  .....................................50
  50
  Armor
  Armor..............................................................
  ..............................................................50
  50
  Light Armor.....................................................50
  Layering Armor..............................................50
  Medium Armor..................................................51
  Heavy Armor.....................................................51
  Bullets and Shields......................................51
  Weapons
  Weapons.........................................................
  .........................................................52
  52
  Weapon Proficiency......................................52
  Firearms............................................................52
  Weapon Properties.......................................54
  Bombs and Grenades....................................55
  Adventuring Gear
  Adventuring Gear........................................
  ........................................56
  56
  Minor Marvels................................................57
  Tools
  Tools...............................................................
  ...............................................................58
  58
  Forensic Alchemy..........................................58
  Engineering Tools.........................................59
  Workshops.......................................................59
  Vehicles
  Vehicles..........................................................
  ..........................................................59
  59
  War Machines..................................................60
  Machines & Vehicles in Combat.................60
  Expenses
  Expenses.........................................................
  .........................................................62
  62
  Services............................................................62
  Cash Money.....................................................63
  Damage and Repairs
  Damage and Repairs.....................................
  .....................................64
  64
  Damage and Breakage...................................64
  Repairs...............................................................65
  Repairing Enchanted Objects...................66
  7. Techno-Magic
  7. Techno-Magic.....................................
  .....................................67
  67
  Tech Adept Spells
  Tech Adept Spells.......................................
  .......................................67
  67
  New Spell Descriptions
  New Spell Descriptions............................
  ............................68
  68
  New Magic Items
  New Magic Items...........................................
  ...........................................78
  78
  New Magic Items, A-Z......................................78
  8. Æther Age Campaigns
  8. Æther Age Campaigns.....................
  .....................82
  82
  Renown, Fame & Infamy
  Renown, Fame & Infamy...............................
  ...............................82
  82
  Fame and Infamy...............................................82
  Fame, Infamy, and the Papers.......................83
  Strongholds
  Strongholds................................................
  ................................................84
  84
  Hirelings, Staff & Crew..............................85
  Stronghold: the Estate..............................85
  Stronghold: the Hideout............................86
  Stronghold: the Offices............................86
  Faction Offices..............................................86
  Stronghold: the Ship...................................87
  Extra-dimensional Hideout.........................87
  33
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  Appendix. Æther Age Menagerie
  Appendix. Æther Age Menagerie.......
  .......88
  88
  Techno-Magical Constructs.....................88
  Bulletproof Monsters...............................88
  Blighted
  Blighted..........................................................
  ..........................................................89
  89
  Blighted Dryad...............................................90
  Blighted Rat....................................................90
  Blighted Sprite...............................................91
  Blighted Tree...................................................91
  Other Blighted Creatures.........................91
  Swarm of Blighted Rats..............................92
  Swarm of Blighted Ravens.........................92
  Swarm of Blighted Sprites.........................93
  Blight Druid.....................................................93
  Villainous Option: Circle of Blight........94
  Clockwork Horror
  Clockwork Horror....................................
  ....................................95
  95
  Copper Horror...............................................96
  Electrum (Gilded) Horror..........................97
  Silver (Steel) Horror...................................97
  Clockwork Servitors
  Clockwork Servitors................................
  ................................98
  98
  Clockwork Familiar......................................99
  Mechanical Warrior...................................100
  Elemental, Boiler
  Elemental, Boiler......................................
  ......................................101
  101
  Smoke Elemental..........................................101
  Steam Elemental..........................................102
  Ethereal Spider
  Ethereal Spider.........................................
  .........................................103
  103
  Ethereal Recluse........................................103
  Ethereal Widow...........................................104
  Goblin
  Goblin...........................................................
  ...........................................................105
  105
  Goblin Scavenger........................................105
  Goblin Tech Shaman...................................105
  Golem, War
  Golem, War..................................................
  ..................................................106
  106
  Dreadnaught Golem...................................106
  Juggernaut Golem......................................107
  Gremlin
  Gremlin.........................................................
  .........................................................108
  108
  Hobgoblin
  Hobgoblin....................................................
  ....................................................109
  109
  Hobgoblin Rifleman....................................109
  Hobgoblin Sergeant-at-Arms...................109
  Junk Spirit
  Junk Spirit....................................................
  ....................................................110
  110
  Clutter Goblin.............................................110
  Rusted Hulk....................................................111
  Scrap Wolf.....................................................111
  Mephit, Smog
  Mephit, Smog................................................
  ................................................112
  112
  Otyugh, Junkyard
  Otyugh, Junkyard.......................................
  .......................................113
  113
  Scaladar
  Scaladar.......................................................
  .......................................................114
  114
  Stowaway Soul
  Stowaway Soul...........................................
  ...........................................115
  115
  NPCs
  NPCs..............................................................
  ..............................................................116
  116
  Airship Pirate.................................................116
  Airship Pirate Commander.........................116
  City Constable..............................................117
  Constable Sergeant...................................117
  Detective.........................................................118
  Frontier Lawman..........................................118
  Gangster.........................................................118
  Gang Leader...................................................118
  Gunslinger.....................................................119
  Mad Scientist.................................................119
  Soldier............................................................120
  Soldier, Elite................................................120
  Street Fighter...............................................121
  Technomancer..............................................121
  Powered Armor
  Powered Armor..........................................
  ..........................................122
  122
  Iron Brute......................................................122
  Iron Brute, Elite..........................................122
  War Machines
  War Machines..............................................
  ..............................................123
  123
  Gunboat (Flying or Naval)........................123
  Steam Tank.....................................................123
  Credits
  Credits
  Logo font: DreamScar, licensed from Sharkshock (http://www.sharkshock.net/)
  Writing, Layout, Virtual Photography: Quaint & Curious
  (https://www.facebook.com/quentin.curio … @quaintncuriousv … https://www.patreon.com/QuaintCurious)
  Legal Stuff
  Legal Stuff
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  Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their 
  distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the 
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  44
  Quaint & Curious - Æthereal Gaslight
  
  Steam Age Swords & Sorcery
  Steam Age Swords & Sorcery
  The world is in the throes of a techno-magical 
  revolution. New sciences and ancient arcana have 
  merged, launching a fantastic new age – airships dot 
  the skies, railroads crisscross the land, and great steel 
  vessels rule the high seas. The emerging art of 
  technomancy blurs the line between magic and 
  technology, and most new developments are 
  fundamentally a combination of the arcane and the 
  technological: elemental engines do the work of a 
  hundred beasts … ethereal telegraphy allows instant 
  communication between distant lands … industrial-
  scale alchemy and mass-enchantment make minor 
  magical boons, once reserved for the wealthy and 
  well-connected, available to the common classes. 
  Swords and bows are giving way to mechanical 
  firearms (though adventurers and monster slayers 
  know well that some foes cannot be brought down 
  with bullets alone), and warfare is entering the age of 
  the War Machine. Techo-magical steam tanks and 
  mighty war-golems replace heavy cavalry, while 
  infantrymen carry repeating rifles and tactical 
  explosives into battle.
  And as always, social upheaval follows 
  technological revolution … a new-money aristocracy 
  of magical entrepreneurs and industrial capitalists has 
  emerged, fueling and funding the transformation of 
  society, and becoming fantastically wealthy in the 
  process. Old institutions (churches, noble houses) 
  cling to dwindling wealth and power, struggling to 
  compete for a place in the emerging order of the new 
  age.
  The Age of Æther is one possible future of the 
  typical Dungeons & Dragons setting, where modern 
  science and ancient magic have blended at the edges, 
  giving birth to an eldritch-steam-tech revolution. 
  From this revolution, a new age dawns: an age of 
  marvelous innovations and terrible new weapons … 
  of unprecedented changes and massive upheavals … 
  of mystery, intrigue, and adventure. Not quite 
  steampunk, not quite swords and sorcery, the Age of 
  Æther is a chance for players to explore a fantastical 
  world, both familiar and new.
  This guide is intended to help create characters and
  adventures in the Age of Æther, with along with core 
  D&D 5th Edition books – the Player's Handbook, 
  Dungeon Master's Guide, Monster Manual, and 
  (optionally) the Sword Coast Adventurer's Guide, 
  Volo's Guide to Monsters, and Xanathar's Guide to 
  Everything. For players, along with notes on using the
  standard races and classes, several new class 
  archetypes – and one completely new class (the 
  Engineer) – are included. Also, new backgrounds, 
  feats, skills, equipment, and magic for the Age of 
  Æther. For the DM, it provides a rough sketch of what
  an Æther Age campaign setting might look like, and a 
  smattering of new monsters, NPCs, and magical items
  to populate it.
  55
  Quaint & Curious - Æthereal Gaslight
  
  Various Ages of Æther
  Various Ages of Æther
  The descriptions and explanations that follow 
  represent only a few possibilities for a fantasy Steam 
  Age setting, based on core D&D mythology. Any 
  fantasy setting could undergo a techno-magical 
  revolution, injecting any or all of the material from 
  this guide into the campaign.
  Forgotten Realms. As the default setting for 5th 
  Edition D&D, the lands of Faerûn are perfectly suited 
  to a campaign set in the Æther Age – the airships of 
  Halruaa, the gnomes of Lantan, and other elements 
  hint at the techno-magical revolution that could 
  overtake the Realms at any time. Most of the material 
  in this guide assumes a campaign in Faerûn, or a 
  similar “stock D&D” setting such as the World of 
  Greyhawk, so little if any adaptation is required.
  Eberron. Although the tone of the Eberron setting 
  is distinct from the Age of Æther, many of the 
  elements are quite similar – magical airships and 
  locomotives, terrible war machines, increasingly 
  common low-level magic, etc. Those elements could 
  be used by themselves to help fill in some of the gaps 
  for Eberron in the 5th Edition (see also Unearthed 
  Arcana: Eberron), or the DM could insert more Æther
  Age technology to give the fantasy noir a bit of 
  steampunk gloss.
  Ravenloft. The gothic horror of Ravenloft is a 
  natural fit for a little Victorian-era technology, 
  evoking the spirit of the Masque of the Red Death 
  setting, and the various horrific inspirations that 
  brought it into being. Much of the technology here is 
  too overblown for Gothic Earth as written, so the DM 
  must decide whether to pick and choose the “realistic”
  (or at least plausible) elements of these rules, or go 
  full-steampunk for a League of Extraordinary 
  Gentlemen kind of feel.
  Dragonlance. Krynn's technological revolution 
  could be sparked when a group of human wizards 
  finally begins to take the gnomes of Mount 
  Nevermind seriously, and works to fix the flaws in 
  gnomish technology with human ingenuity and magic.
  Depending on what era of play the DM chooses for 
  this revolution, the balance of power could be 
  radically shifted by the new developments – any 
  faction in the various wars of Krynn's history would 
  love to get their hands on this technology, and use it to
  dominate the battlefield.
  Dark Sun. There are a few interesting possibilities 
  for these rules in the harsh and barren lands of Athas. 
  One is for the new technologies of the Æther Age to 
  emerge from the ashes of the old order, bringing 
  prosperity back to the world as modern technology 
  eases the difficulties of life in Athas. Another, perhaps
  a more natural fit for the tone of Dark Sun, but 
  requiring some “ret-con,” is to put technology and 
  techno-magic at fault for the world's sorry state. 
  Perhaps elemental blight is responsible for the 
  despoiling of Athas's environment, or perhaps the 
  golden age of the past was ended by some kind of 
  techno-magical catastrophe or doomsday weapon. 
  These possibilities lead to an even more Fallout or 
  Mad Max feel for the setting – a magic-scarred 
  wasteland, dotted with the rusted and decaying hulks 
  of abandoned airships and locomotives.
  Planescape. The city of Sigil has the look and feel 
  (and pseudo-Victorian slang) of a proper steampunk 
  setting, without changing anything about how the 
  rules work behind the scenes. The material here could 
  provide an Æther Age overhaul for the setting, though 
  some of the techno-magical explanations might have 
  to be adapted to the new locale – Sigil is a crossroads 
  of the Outer Planes, so a fiendish Infernal Combustion
  Engine is more likely than an elemental one, and 
  Astral Telegraphy might replace the Ethereal.
  66
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  1. An Age of Wonders
  1. An Age of Wonders
  Although the world of the Æther Age is fundamentally
  the same place as the standard D&D setting (or not …
  see Various Ages of Æther, above), there are some 
  important differences that distinguish an Æther Age 
  campaign from an ordinary one. These differences can
  be seen everywhere, from the background of the 
  setting, to the creatures and challenges the PCs will 
  face, to the equipment and magic they use to 
  overcome those challenges. This chapter presents one 
  possible framework for such a setting, specifically the 
  technological (and techno-magical) background for 
  the new rules and options in the subsequent chapters.
  The Spark of Revolution
  The Spark of Revolution
  Most of the changes to the world in the Æther Age can
  be pinned down to a few key breakthroughs and 
  innovations – combining the methodical processes of 
  the burgeoning sciences, with ancient alchemical 
  formulas, rune-crafting techniques, and other eldritch 
  arts. The results have transformed the face of the 
  world, revolutionizing communication, production, 
  travel, and warfare, and giving birth to an age of 
  wonders both marvelous and terrible.
  Although often fundamentally magical – tapping 
  into otherworldly forces or tuning into ethereal signals
  – most Æther Age technologies can be designed, 
  constructed, operated, and repaired by engineers 
  without any magical abilities. Basic technical training 
  includes just enough arcana to understand the eldritch 
  forces that power modern technology, and to correctly 
  use the tools necessary to work with it. Such 
  technicians can't necessarily construct a machine from
  scratch – even the most brilliant boiler technician can't
  build an oceanliner with his own two hands – but 
  given the right parts and tools, they can keep one 
  running, repair a damaged one, and possibly even 
  make functional modifications.
  Elemental Engines
  Elemental Engines
  The most common source of mechanical power in the 
  Æther Age, whether for vehicles, factories, or other 
  needs, is the elemental steam engine, or just elemental
  engine – essentially a pressure-sealed and magically 
  warded boiler, into which one or more elementals (see
  p. 101) are bound. Most of the variety in elemental 
  engines is in the size – from a steam carriage engine 
  with a single elemental, to a great ship's boiler and 
  pipework, filled with a host of bound spirits, all 
  operate on essentially the same mechanical and 
  metaphysical principles.
  Such an engine requires no fuel, as it's powered by 
  the bound elemental, which taps into its native plane 
  to feed itself. It does however produce a dense sooty 
  exhaust (see Industrial Byproducts, p. 11), a stew of 
  depleted elemental fumes and airborne particles, 
  which can gather in places where the wind isn't strong 
  enough to disperse it. There it forms cloying smoky 
  fog banks in valleys and narrow streets, staining 
  buildings and landscape alike coal black.
  Elemental Hydraulics. Most Æther Age machines 
  use hydraulic systems to transfer mechanical power 
  from the elemental engine to the machine's moving 
  parts. The more complex the machine, the more pipes,
  pistons, valves, pumps, and pressure gauges it has – 
  all the standard accouterments of Industrial Age 
  technology, often inscribed with runes and glyphs to 
  bind both the enchantments and the elemental spirits 
  which make the machine work.
  Ethereal Currents
  Ethereal Currents
  Sages and wizards have long known that the Ethereal 
  Plane overlaps the material world, and that some 
  creatures (including powerful magic-users) can move 
  back and forth between that dim hazy reality and this 
  one. The discovery of currents in the æther, which can
  be measured from the material plane, gave rise to a 
  number of subsequent discoveries and innovations – 
  including the technologies that allow flying machines 
  and long range communication.
  Ethereal Buoyancy. Æther is a kind of anti-
  ethereal gas, a substance which repels and is repelled 
  by the presence of Ethereal energies, which flows 
  through the Ethereal Plane in great gusts and torrents. 
  This flow is similar to wind on the material plane, and
  is responsible for creating ethereal currents and 
  cyclones (Dungeon Master's Guide, p. 49). By itself, 
  æther has no properties that can be observed in 
  physical reality without using magic, and thus is 
  exceedingly difficult to find there. It can be produced 
  by advanced alchemical processes, however, and 
  bound within a properly-constructed and enchanted 
  container – most often a balloon, blimp, or zeppelin. 
  77
  Quaint & Curious - Æthereal Gaslight
  
  The repulsion effect between the æther and the 
  ubiquitous overlap of the Ethereal Plane makes the 
  balloon lighter-than-air in the material world. This 
  “ethereal buoyancy” is the most common means of 
  keeping airships afloat, as it doesn't require any 
  expenditure of power to maintain – as long as the 
  blimp remains mystically and physically sealed, the 
  æther inside will keep the ship aloft.
  Ethereal Propellers. Ethereal propellers work 
  essentially like ordinary mechanical propellers, save 
  that the blades are covered in runes that cause them to 
  interact with æther. Such blades can be considerably 
  smaller than they would need to be to generate lift or 
  thrust using mundane aerodynamics, making the 
  whole assembly smaller and easier to power. Ethereal 
  propellers are used for lateral propulsion on most 
  airships; some smaller aircraft, like the common 
  ornithopter (p. 62), also use them for lift.
  Ethereal Signals. With the right kinds of 
  transmitters and receivers, a signal can be sent from 
  one location in the material world, traveling through 
  the æther as a wave, and received virtually instantly at
  another location in the physical plane. Of course, the 
  Ethereal Plane isn't a silent or empty place, but full of 
  the whispers of the dead and echoes of the Inner 
  Planes. This leads to the primary problem of ethereal 
  telegraphy: hearing a specific message through the 
  din. In the Æther Age, this is accomplished by means 
  of a series of relays, held in place by wooden poles in 
  the material realm, which carry a message reliably to 
  the intended destination, while filtering out the 
  background noise. Viewed from the Ethereal Plane, 
  the relay poles seem to have glowing, crackling wires 
  strung between them, though there are no wires 
  visible in the physical world.
  Technomancy
  Technomancy
  Ancient as it is, traditional magic often has trouble 
  with modern machines, which are unaffected by many
  of the most common spells and enchantments. As 
  machines have become both more complex and more 
  common, a branch of magic has inevitably arisen to 
  deal with them. Technomancy is an art in its infancy, 
  particularly when compared to the classical schools of
  magic – but like the technology that it accompanies, 
  it's becoming more prevalent, powerful, and important
  by the year.
  In essence, technomancy is magic that interacts 
  specifically with machines and technological devices, 
  as opposed to creatures or simple objects. Many 
  technomancy spells have no effect if cast on living 
  creatures; those that do affect creatures will most 
  often affect the target's interactions with machines and
  technological devices.
  Scientific Thaumaturgy
  Scientific Thaumaturgy
  The key developments of the Age of Æther are all based on the emergence of experimental science in a 
  world of magic. The ancient scrawled recipes of alchemy have become precisely-measured formulas, the 
  esoteric rites of wizardry codified into thaumaturgical laws and theorems.
  Although these new sciences are in their infancy, they are already transforming the world. The impact on 
  individual magic-users has been minimal, apart from the emergence and proliferation of new magical 
  traditions and spells – mages and mystics still learn, prepare, and cast their spells as they always have. The 
  changes wrought to the world have been through the development of enchanted machines and industrial-
  scale magical processes, putting magic into the hands of ordinary people.
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  The Fires of Industry
  The Fires of Industry
  The techno-magical revolution has brought many new
  marvels into being, and made commonplace many 
  wonders that were once rare. For adventurers, this 
  means that not only that the weapons and equipment 
  they use to stay alive are products of the new age, but 
  many of the challenges they face will be very different
  from ages past.
  Machines and Manufacturing
  Machines and Manufacturing
  Many of the most fundamental changes in the Æther 
  Age have come about from the advent of mass 
  production. Although adventurers are unlikely to be 
  involved in the manufacturing industry, they are 
  certain to enjoy the products – abundant potions, 
  enchanted ammo, and other minor magical boons.
  Enchanted Machines. Machines in the Æther Age 
  are fundamentally magical, siphoning power from the 
  Elemental Planes and sending signals through the 
  æther. As such, they bear minor enchantments as a 
  part of their basic construction … however, they can 
  also be enchanted like other objects, to have magical 
  properties or abilities beyond their basic functions – 
  often an effect similar to a techno-magical spell.
  For player characters wishing to construct their 
  own enchanted machines, the process uses the 
  standard rules for crafting a magical item (Dungeon 
  Master's Guide, pp. 128-129). The construction 
  requires the enchantment of every component of the 
  machine, as it is assembled … this means that there 
  must always be both someone with the proper tool 
  proficiency, and someone with sufficient spell-casting 
  abilities, actively involved in the crafting. This can be 
  one individual, usually a technomancer or tech cleric, 
  or it can be a team of two or more experts working 
  together. To determine the total crafting cost of an 
  enchanted machine, add the market value of a typical 
  machine of that type to the standard creation cost of a 
  magical item of the appropriate rarity (see Dungeon 
  Master's Guide, p. 129). Enchanted machines larger 
  than size Small are at least rare; Huge enchanted 
  machines are at least very rare; and Gargantuan ones 
  are legendary.
  Mass Enchantment and Industrial Alchemy. One 
  of the most important abilities of enchanted machines 
  is that they can be used to produce minor alchemical 
  substances and enchanted objects. Where magical 
  crafting has always existed alongside other goods-
  producing trades, and even the most common potions 
  and talismans were the product of a professional 
  magic-user, the Age of Æther has given birth to 
  magical factories which produce such items on an 
  industrial scale. Exactly as with ordinary factories, 
  each machine performs one discrete task in the 
  enchantment or alchemical process, over and over, as 
  long as it has what it needs to run – a source of power,
  the crafting materials needed, and some basic 
  (generally repetitive) interaction from factory 
  employees. The end product of such a factory line is a 
  minor magical item: no rarer than uncommon, often 
  single use (potions, ammunition, etc.), and never one 
  that requires attunement.
  Machines Making Machines. Key to the rapid 
  spread of Æther Age technology is the ability of 
  machines to make the components needed to build 
  new machines. This allows for the standardization of 
  parts, which in turn makes assembly and repairs vastly
  easier and more affordable – it becomes a matter of 
  purchasing (or salvaging, stealing, etc.) the right parts,
  rather than trying create them from scratch.
  Communication Networks
  Communication Networks
  Once it was established that messages could be 
  reliably transmitted across the æther (rather than just 
  shouted into the void), networks of ethereal relays 
  began appearing to connect large cities. Because such 
  relays have to exist at least partially in the material 
  world, and must be protected from many of the same 
  hazards as railroads, these networks often shadow the 
  rail tracks that connect major travel hubs.
  One major result of this is that news spreads much 
  faster than ever before. Where news of war and plague
  might have taken months, years, or even decades to 
  spread across the land, now even a distant catastrophe 
  or war is likely to be known, if not widely reported in 
  the city newspaper (see p. 63), within a week or less. 
  Because of this, large and widespread organizations – 
  from corporations to empires to secret societies – are 
  easier to maintain and spread than ever before.
  Banking. Although banking has been around for 
  ages – usury is old enough to have been explicitly 
  condemned in many ancient holy books – the ethereal 
  communication network has made it easier than ever 
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  to access your wealth from around the world, without 
  having to carry great sacks of gold around with you.
  In practice, this means that if you deposit money 
  into a bank, and that bank has local chapters in the 
  places you visit (or working relationships with local 
  banks), you can withdraw some or all of your money 
  from the local bank by wiring (via ethereal telegram) 
  the request to your home bank. Of course, this 
  convenience customarily comes with a fee, usually 
  from 1% to 10% of the amount withdrawn, depending 
  on just how far from home (or civilization) you are.
  Planes, Trains, and Automobiles
  Planes, Trains, and Automobiles
  The vehicles of the Æther Age, and the transportation 
  networks they have given rise to, are the most 
  widespread and high profile reflections of the spirit of 
  the age. They have also pushed the “wilderness 
  adventure” to the fringes of the known world – where 
  a trek between cities might once have been an 
  adventure in itself, the question now is whether or not 
  you need to spring for a private cabin, so you can get 
  some rest while you travel.
  This isn't to say that the wilderness adventure is no 
  more, nor even than there can't be random encounters 
  during travel. A skyliner or passenger train are sizable 
  “locations” in themselves, where interesting 
  encounters, battles, mysteries, or entire adventures can
  take place. Even swift travel across the frontier, or 
  through the wilds, can run across the hazards of the 
  wilderness – orc train-robbers, a gorgon on the tracks, 
  or even a grouchy dragon, tired of the chugging 
  locomotives that keep waking him up. And of course, 
  the party can still pack up and head to the places that 
  remain remote from modern civilization, and 
  untouched by new technologies.
  Public and Personal Transportation. Personal 
  transportation hasn't changed quite as much – even in 
  places where steam carriages have become more 
  common than their horse-drawn counterparts, large 
  vehicles tend more often to work as cabs for hire, than
  as personal transportation. Public rail and trolley 
  systems haven't yet become widespread, so getting 
  from place to place in the city is usually a matter of 
  walking, riding a horse, or hiring a cab. Bicycles and 
  ornithopters are seen in some cities, though neither is 
  well-suited to long distance travel, and both are most 
  popular among urban commuters and recreational 
  riders. Excepting the odd bicycle chase or daring 
  ornithopter escape, they aren't likely to factor heavily 
  into most adventures.
  One possibility for adventuring parties with some 
  money to burn, is to purchase (or construct) a vehicle 
  that's large enough to act as a rudimentary base of 
  operations while adventuring. A yacht (flying or 
  seagoing) is an ideal candidate for such a vehicle, 
  particularly for lower-level parties operating on their 
  own. High-level parties, or those working for a 
  powerful organization (e.g., the Royal Navy), might 
  have something more impressive and expensive.
  Guns and Gunpowder
  Guns and Gunpowder
  For adventurers and professional warriors, one of the most important Æther Age developments is mass-
  produced standardized ammunition. This has made the common usage of firearms possible, which in turn 
  has changed the face of combat. The sidearm of choice is now the six-shooter rather than the longsword or 
  rapier; professional soldiers now carry rifles or carbines, instead of longbows or polearms.
  Gunpowder is available anywhere that guns are found, in kegs (to make your own ammunition) or as 
  manufactured bullets (usually sold by the dozen). Hard-up adventurers, without access to gun shops or 
  bullet-conjuring magic, might be able to find enough raw materials to produce their own gunpowder, using an 
  alchemist's kit.
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  Industrial Byproducts
  Industrial Byproducts
  As wondrous as the new technologies of the Æther 
  Age are, they have not come without a price. The 
  unintended, sometimes unforeseen consequences and 
  externalities of elemental and ethereal technologies 
  serve to color the Age of Æther with the familiar 
  palette of the Industrial Age – and to provide the DM 
  with some new challenges to throw at the player 
  characters.
  Elemental Exhaust
  Elemental Exhaust
  Elemental engines are fueled by tapping directly into 
  the Elemental Planes, and burning the raw mystical 
  stuff of reality to make the engine turn. The smoke 
  from this primordial combustion is a thick, choking 
  black cloud, which billows out of the exhaust pipes of 
  a running engine. In the case of moving vehicles, the 
  cloud is spread enough to be quickly dispersed by the 
  wind; in urban manufacturing districts, where 
  factories covering acres run all day every day, it mixes
  with the air to give it a brownish tinge and an 
  unhealthy, sooty taste and smell. Rolling clouds of 
  smoky fog gather in the streets and valleys, slowly 
  staining the buildings and landscape.
  Smog and Blight. Smog is the common term for 
  the cloying sooty clouds of exhaust smoke, common 
  to heavily industrialized areas, which often behave in 
  the streets very much like thick fog. The mark of the 
  factory district (usually synonymous with the “poor 
  part of town”) is the ubiquitous sooty black stain on 
  everything, left by these drifting banks of smog. Even 
  the clothing and faces of longtime residents take on 
  the blackened coloring, as the grit wears into fabric 
  and skin. This is commonly referred to as “blight,” 
  and while it certainly isn't beloved of the people who 
  live in its midst, it's an accepted reality of the Æther 
  Age.
  Light smog is unpleasant to breathe, but has no 
  adverse effects for short-term exposure, beyond 
  lightly obscuring the area (Player's Handbook, 
  p. 183), and giving advantage to the Stealth rolls of 
  blighted creatures, smog elementals, shadows, and 
  similar creatures.
  Areas of heavy smog are still only lightly obscured,
  though all kinds of vision other than blindsight are 
  limited to 60 feet. Any time a breathing creature 
  undertakes strenuous activity (combat, chase, hard 
  labor) in heavy smog, or spends more than an hour in 
  such an area, it must make a DC 11 Constitution 
  saving throw. Failure means the creature gains a level 
  of exhaustion. Each additional burst of activity or 
  continuous hour spent in heavy smog forces another 
  saving throw, with a DC cumulatively one higher than
  the previous save (DC 12 on the second saving throw, 
  DC 13 on the third, etc.); each failure gives the 
  creature another level of exhaustion. Exhaustion 
  levels can never be reduced when resting in any kind 
  of smog.
  Boiler Rifts. An elemental engine draws power 
  from the elemental planes, mostly the Planes of Fire 
  and Water. When something goes badly wrong, a rift 
  is often created which allows various creatures of 
  those places to enter the Material Plane, where they 
  often cause trouble – intentionally or otherwise.
  Smog Elementals. Sometimes there is enough 
  primordial energy left in an engine's exhaust, that a 
  new elemental spirit takes shape in the smoke and 
  soot. Smoke elementals (p. 101) and smog mephits 
  (p. 112) are among the most common creatures born 
  from this unfortunate process, and most are 
  dangerously mischievous, if not outright hostile to 
  material-world life. These creatures gather and lurk in 
  blighted places, most often concealed within banks of 
  thick smog, and prey upon lone travelers through the 
  choking clouds.
  Blighted Creatures. Elemental smog is unhealthy 
  for most living creatures, and while a single day of 
  breathing it probably won't kill anyone, months or 
  years of around-the-clock exposure eventually begin 
  to affect the local flora and fauna – and even the larger
  and more intelligent creatures who live there. Blighted
  creatures become more ill-tempered and gaunt, the 
  longer they live within an area of blight, eventually 
  devolving into twisted versions of their former selves 
  – see Blighted (p. 89).
  Perhaps the most tragic of blighted creatures are 
  those fey whose natural lands have been despoiled by 
  blight-spewing factories or train yards. Such creatures 
  almost always develop a burning hatred for all the 
  things they once loved, to rival the most vengeful of 
  undead souls. Heavy blight also tends to draw other 
  unnatural creatures – smog elementals, death dogs, 
  undead, etc.
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  Ethereal Side Effects
  Ethereal Side Effects
  Although most ordinary people are blissfully unaware 
  of it, the Ethereal Plane underlies everything, 
  everywhere in the material world – invisible, 
  inaudible, completely undetected by most creatures in 
  most situations. But it is far from empty, and many of 
  the creatures in the dim and shadowy corners of that 
  ghostly world are drawn by the mystical energies of 
  ethereal technology. Whether they live in the Border 
  Ethereal, or are lured in from the Deep Ethereal by 
  these strange new devices poking in from the material 
  world and lighting up with chatter, many ethereal 
  creatures can be found lurking around airship yards 
  and telegraph stations. In such places, the border that 
  separates one world from the other has begun to fray 
  from heavy use, and the creatures of the ether can find
  their way into the land of flesh and blood
  Æther Leaks and Implosions. Æther is almost 
  completely undetectable in the material world, and 
  disperses instantly if not kept in a specially-enchanted 
  balloon. When a large amount of æther is released, 
  either steadily (a leak, affecting a line 5 feet wide and 
  up to 20 feet long) or suddenly (an implosion, 
  affecting a sphere that's twice as large as the ruptured 
  æther balloon), the resulting effect in the local Border 
  Ethereal can be dangerous. Spontaneous æther leaks 
  or implosions are rare, but any time an airship takes 
  enough hit point damage to enter the damaged 
  condition (p. 64), a leak begins. If an airship is 
  reduced to 0 hit points, an implosion occurs.
  Nearby ethereal beings can sense an æther leak or 
  implosion within their field of vision. On the material 
  plane, the event is only visible as an eerie, 
  otherworldly glow, which seems to come from 
  everywhere and nowhere. If caught in the effect, 
  ethereal creatures are pushed toward the center as if 
  by a gust of wind spell (Strength saving throw DC 12 
  for a leak, 15 for an implosion); those that fail the 
  saving throw are tossed violently into the material 
  world, and generally aren't very happy to be there.
  Creatures and objects caught in the material world 
  side of the effect, often including the airship whose 
  æther balloon has just imploded, are either trapped in 
  the local Border Ethereal until they can find a means 
  of escape, or hurled through the nearest ethereal 
  curtain (DM's choice, or roll for the curtain's color).
  Ethereal Lurkers. Many of the creatures that are 
  drawn to investigate or loiter around ethereal 
  technologies are simply curious. Others want to find a 
  way into the material world, for various reasons of 
  their own, and see that these new technologies may be
  their best chance yet. And some creatures have come 
  to feed on the others, and whatever mortal beings they
  might be able to catch.
  Voices of the Dead. As is often said, the Ethereal 
  Plane isn't empty by a long shot, and far from silent 
  when listening for messages. It's not uncommon for 
  telegraph stations to receive messages that didn't 
  originate in the Material Plane – overheard snippets of
  the conversations of spirits, wails of the dearly 
  departed, even deliberate attempts at communication 
  by creatures who have figured out what the new 
  technologies do. If these messages can't be delivered, 
  most are discarded as oddities … though there are 
  many amateur “spirit telegraph” enthusiasts, who 
  deliberately seek out such transmissions with personal
  ethereal receivers (p. 80).
  Junk
  Junk
  Perhaps the most mundane byproduct of the Industrial 
  Age is the rise of industrial junk – broken, defective, 
  and otherwise discarded machines, thrown away by 
  the former owners, but not yet salvaged for scrap or 
  rusted to nothing. This junk doesn't pile up in the 
  streets in the nicer parts of town – the street-sweepers 
  and garbage collectors keep it clear – but it certainly 
  clutters the corners of factory districts and train yards, 
  piling up into great rusted mountains in the junkyards 
  that dot the outskirts of industrial cities.
  The bane of polite society is its own refuse – but 
  also the boon of scavengers and parasites. Just as 
  many creatures mundane and monstrous take up 
  residence in the sewers and basements of a city, many 
  eke out a niche among the scrap heaps and junk piles 
  as well. Sometimes the spirits of the junk itself 
  awaken (p. 110), either animated by tech mages to do 
  their bidding, or spontaneously spawned from the 
  heaps.
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  2. Races
  2. Races
  All of the standard PC races in the Player's Handbook
  (and most non-standard races from other official 
  sources, for groups that want them) are fine fits for a 
  campaign in the Age of Æther. Some are ideal for 
  exploring the new elements of an Æther Age 
  campaign, while others provide a more traditional and
  familiar perspective, to balance the many non-
  traditional features of such a game.
  Proficiencies: Although most skill, tool, and 
  weapon proficiencies are determined by character 
  background and class, various races have certain 
  preferences – they may embrace modern technology, 
  or they may prefer more traditional weapons. For 
  those that choose Æther Age weaponry, see the class 
  descriptions in Chapter 3, and the weapons in 
  Chapter 6, for modern proficiencies. The tendencies 
  listed below are suggestions; the DM has final say. 
  With the DM's permission, a character who forswears 
  the use of modern technology might get to choose a 
  bonus feat; see Luddite Bonus (p. 15).
  Dwarves
  Dwarves
  In spite of their often traditional and insular outlook, 
  the dwarves took to the new technologies of the Æther
  Age almost immediately. Dwarven rune-magic 
  blended seamlessly with human technomancy, and 
  ages-old crafting techniques helped dwarven artisans 
  to produce engines and firearms of legendary quality 
  and reliability. Mass production, on the other hand, 
  has not received a warm reception in dwarf society; 
  they see it as “cheating,” not to mention sacrificing 
  quality for quantity. As is often the case, dwarves tend
  to be more interested in perfecting their favorite crafts
  – now to include gunsmithing and steam mechanics – 
  than in developing or inventing new ones.
  Proficiencies: With the DM's permission, a dwarf 
  may take proficiency with one kind of engineering 
  tools (clockmaker's, gunsmith's, or mechanic's), in 
  place of the normal racial tool proficiency (Player's 
  Handbook, p. 20). Early adopters of firearms, all but 
  the most stubborn and reactionary dwarves will have 
  the Æther Age version of class weapon proficiencies.
  Elves
  Elves
  By reputation, elves disdain the new technologies of 
  the Æther Age – loud, smelly, destructive, and 
  generally inelegant and un-elvish. This reputation isn't
  entirely fair; elven sages are indeed fascinated with 
  the new sciences and ingenious theories that the 
  humans and other races have devised, even if they 
  don't particularly care for the machines that result 
  from these breakthroughs. It's more accurate to say 
  that the elves have foreseen, in the all-consuming 
  needs of this new technology, that they will eventually
  and inevitably come to be at odds with it.
  Proficiencies: The majority of elves aren't willing 
  to lay down their swords and bows, and pick up 
  revolvers and rifles – and many say they never will. 
  Regardless of class, elves will almost always take the 
  archaic (original) version of the class's weapon 
  proficiencies, meaning that they don't use firearms. 
  Though many elven sages are intrigued by the new 
  lore called “technology” by the humans, elven 
  engineers, technomancers, and other technological 
  archetypes are exceedingly rare. Elves are thus a good
  candidate for the bonus feat as described under 
  Luddite Bonus (p. 15); see also Highborn Fey, below.
  The Elven Retreat
  The Elven Retreat
  In some settings, the Industrial Age may have prompted the elves, and other naturalistic fey creatures, to 
  retreat to the Feywild rather than remain to watch the industrial smoke and blight spread into their beloved 
  forests and faerie glades. This makes elves (especially wood elves – but not drow) and nature-aspected fey 
  (dryads, sprites, etc.) less common on the whole. It certainly doesn't prevent players from creating elf 
  characters – as with dragonborn and other exotic races, the rarity and strangeness of an elf can make the 
  character more appealing and fun to play.
  Highborn Fey (Elf Racial Feat). If the DM allows the Luddite Bonus (p. 15), elves may choose this as 
  their bonus feat. It grants advantage on all saving throws against spells and magical effects, and increases 
  the player's choice of Intelligence, Wisdom, or Charisma by 1 (maximum of 20).
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  Halflings
  Halflings
  Inquisitive and resourceful, halflings have quickly 
  adopted the most useful new technologies – and 
  adapted them for their own people, often 
  manufacturing smaller or lighter versions of their 
  favorite modern goods. As a people, they have no 
  special aptitude or aversion for technology or 
  technomancy … but they do have a long and storied 
  history of living among larger races, and adapting 
  oversized tools and weapons for their own use. 
  Halfling engineers are uncommon but not unheard of, 
  and have a reputation as master jury-riggers, experts 
  at modification and re-purposing.
  Proficiencies: Having no special knack for the 
  Technology skill or its related tools, halflings don't 
  often acquire those proficiencies unless they pursue a 
  technical (or techno-magical) vocation. Other than the
  reclusive feral (“ghostwise”) halflings of the distant 
  wilds, however, most halflings will have the Æther 
  Age version of their class's weapon proficiencies 
  (assuming one is available for their chosen class).
  Humans
  Humans
  Outside of isolated non-human communities – 
  fortified dwarven strongholds, remote elven glades, 
  rustic halfling villages – humans are generally the 
  majority population in most worlds, and local human 
  culture holds sway in most places. By default, the 
  basic technologies of the Æther Age are products of 
  human science and engineering, and the magical 
  school of Technomancy is most widely practiced 
  among human wizards. Even if elven scholars devised
  the theory, dwarven engineers perfected the design, 
  and gnomish inventors developed the prototype, it was
  human entrepreneurs that financed the production, 
  human factories that manufactured it, human railroads
  that distributed the finished product … and human 
  industrialists who became unimaginably wealthy in 
  the process. This isn't to say that other races have no 
  entrepreneurs, factories, etc., only that humans have 
  taken more aggressively, prolifically, and successfully 
  to those elements of the new age than anyone else.
  Proficiencies: With a bonus feat and skill to reflect
  the potential for versatility, the Variant Human Traits 
  (Player's Handbook, p. 31) are tailor-made for an 
  Æther Age campaign. Humans are by no means 
  required to learn any of the new Æther Age skills or 
  tools, but if they wish and the DM allows, they may 
  trade their bonus skill for a tool proficiency instead.
  Dragonborn
  Dragonborn
  With no special talent for science or technology, and 
  little taste for the civilization of warm-bloods (but 
  perhaps a little too much of a taste for the meat of 
  warm-bloods), the dragonborn are a tad out of place in
  the Age of Æther. Adventurers tend to be an eccentric 
  lot to begin with, however, so a mysterious draconic 
  sorcerer, a quixotic silver-scaled paladin, or a fierce 
  fire-breathing barbarian could all make entertaining 
  strangers in the strange lands of the Æther Age.
  Proficiencies: Nothing other than pride prevents a 
  dragonborn from embracing technology or modern 
  weaponry. They simply tend to view such things as 
  undignified, beneath their noble draconic heritage. 
  Many dragonborn, though certainly not all, disdain 
  modern human firearms, preferring the standard 
  (archaic) version of their class weapon proficiencies. 
  DM willing, this makes them eligible for the bonus 
  feat as described under Luddite Bonus (p. 15).
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  Gnomes
  Gnomes
  At the far end of the scale from elves, rock gnomes 
  (colloquially, “tinker gnomes”) have embraced the 
  Æther Age more than even the dwarves. Their natural 
  talent for both magic and technology have brought 
  them into the spotlight, with gnomish engineers and 
  inventors highly sought by ambitious entrepreneurs. 
  Forest gnomes have been less enthusiastic on the 
  whole about Æther Age technology, though they aren't
  generally as techno-phobic as the elves.
  Proficiencies: With the DM's permission, a rock 
  gnome may take proficiency with one kind of 
  engineering tools (clockmaker's, gunsmith's, or 
  mechanic's), in place of their racial proficiency with 
  tinker's tools (Player's Handbook, p. 37). Rock 
  gnomes will almost certainly have the Æther Age 
  version of their class's weapon proficiencies; forest 
  gnomes can choose either option.
  Half-Bloods & 
  Half-Bloods & 
  Planetouched
  Planetouched
  Characters of mixed heritage – half-elves, half-orcs, 
  tieflings, and rarer types – don't generally have any 
  strong feelings or tendencies regarding technology. 
  Half-elves are as likely to share their human parents' 
  affinity for modern ideas, as their elven parents' 
  aversion to them. Half-orcs might come from remote 
  wilds, having learned ancient tribal ways, or might 
  have grown up among humanity and its technology. 
  Otherworldly blood likewise has little impact on 
  technological proficiency or preference.
  Proficiencies: Most half-bloods are likely to have 
  the Æther Age version of their class's weapon 
  proficiencies, though those who grew up among their 
  non-human parents may stick with the original/archaic
  version. Half-elves may (with the DM's permission) 
  choose to trade one of their bonus racial skill 
  proficiencies for a tool proficiency instead.
  Exotic and Monster PCs
  Exotic and Monster PCs
  The farther removed a race from human civilization, 
  the less likely they are to have much contact with 
  Æther Age technology. It's up to the DM to decide 
  which non-standard character races are tech-savvy 
  enough to take up technical archetypes or classes; few
  (if any) have a special aptitude for modern technology.
  Those that do work with technology must often 
  scavenge or steal what they need, learning their skills 
  piecemeal in lieu of formal training.
  Proficiencies: Although not required, many 
  characters of exotic and monster races will take their 
  class's standard/archaic weapon proficiencies, and 
  thus will not be proficient with firearms. Just as the 
  DM decides whether or not to allow such races for 
  player characters in the first place, he must also decide
  whether or not to allow them to learn and use Æther 
  Age skills and weaponry.
  Luddite Bonus
  Luddite Bonus
  Firearms are popular because they are simply more effective weapons – deadlier, easier to use, effective 
  at range, etc. Giving all this up to play a character whose concept forbids guns in a gun-slinging world is to 
  embrace a considerable disadvantage in the name of staying true to concept. At the DM's option, characters 
  who choose to completely forswear use of modern Æther Age technology may be allowed a bonus feat at 
  character creation. Ideally, this will be a racial feat (Xanathar's Guide to Everything, pp. 73-75), but DMs 
  lacking that resource may allow other reasonable choices (see below for suggestions).
  This applies to elves and druids by default, as well as to barbarians, dragonborn, monks, or others who 
  vow never to use firearms. It isn't enough to simply start play with archaic weapon proficiencies and no Æther
  age skill, tool, or vehicle proficiencies; the character must be committed to retaining that ignorance and 
  ineptitude. Acquiring any Æther Age proficiency immediately nullifies the bonus feat. PCs who decide on this 
  option may choose from their available racial feats, or others as appropriate to race, class, etc. For example:
  Elves. All elves can choose Alert, Sharpshooter, or Highborn Fey (p. 13). High elves may choose Keen 
  Mind; wood elves may choose Mobile; and dark elves may choose Skulker.
  Dragonborn. Choose from Durable, Elemental Adept (same type as breath weapon), or Tough.
  Barbarians. Choose from Durable, Savage Attacker, or Tough.
  Druids. Choose from Healer, Elemental Adept, or Resilient.
  Monks. Choose from Athlete, Grappler, or Mobile.
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  Constructs as PCs
  Constructs as PCs
  By default, the magical constructs of the Age of Æther
  are barely sentient, much less sapient. None of the 
  new techno-magical constructs presented in the 
  monster section of this guide are suitable for player 
  characters, as the assumptions about how they 
  function make it difficult to balance such a character 
  with other common races. The usual compromise, a 
  “living construct” such as the warforged of Eberron, 
  leaves little of the mechanical nature of such a 
  character intact.
  All that said, the following race could be used to 
  fill such a role – in theory, the reliance on (and 
  vulnerability to) tech-magic and technical skills, along
  with the other drawbacks of being a big clanking 
  robot, should balance the many boons granted by its 
  mechanical nature. Even so, the DM is strongly 
  encouraged to exercise discretion when deciding 
  whether or not to allow PC tin men.
  Tin Man
  Tin Man
  You are a humanoid techno-magical construct, imbued with intelligence by powerful magic or spontaneous
  singularity. You aren't “alive” per se, but animated by magic and machinery – and many creatures will thus 
  treat you as a machine, and not a living being.
  Ability Score Adjustment. Strength and Constitution scores both increase by 2. Wisdom and Charisma 
  scores both decrease by 1, and at the DM's option, may be limited to no higher than 10 or 11 for a starting 
  character.
  Age. Even with routine maintenance, tin men wear out at a rate comparable to human aging. They are 
  “physically mature” upon construction, never going through a childhood or maturation process – they are 
  robots. Depending on what brought about an individual tin man's self-awareness, a PC could begin play 
  having just been “switched on” after construction, or as an old discarded mechanical warrior that “woke up” in
  the scrap heap.
  Alignment. Constructs are typically unaligned by default, and tin men begin their existence as neutral. 
  They may or may not remain that way, as their experiences mold their new personality.
  Size. By default, tin men are Medium, with a build roughly like a human, but generally thicker and much 
  heavier – double the weight of a human of the same height. With the DM's permission, a particular model 
  could be dwarf-sized, gnome-sized, etc., with the height and twice the weight of the equivalent-sized race.
  Speed. Base walking speed is 30 feet, or 25 feet if Small.
  Color Blindness. The optical sensors which give you sight can't discern color, only shades of gray.
  Darkvision. Your optical sensors don't rely exclusively on visible light, so you can see in the darkness 
  within 60 feet as if it were dim light, and dim light at the same range as if it were bright. As always, you don't 
  see colors, but shades of gray.
  Maladroit. Although you may be quick and well-coordinated in combat and athletics, you move like a 
  machine, which is loud and awkward in many social situations. Lacking fully-developed emotions or instincts, 
  you likewise have trouble understanding the finer intricacies of social interaction. You simply look and act 
  artificial – even if you are a beautifully-constructed machine, it is clear to anyone who sees or hears you, that 
  you aren't a living creature. You can certainly make friends, and they may treat you like a person, but many 
  NPCs will not. As a result, you have disadvantage on all Charisma-based rolls and skills, as well as on 
  Wisdom-based rolls that rely on empathy or intuition, such as Animal Handling, Insight, and Medicine.
  Natural Armor. Your body is made of metal, and thus harder to damage than an unarmored creature – but
  this also makes you clunkier than a natural creature. Your AC is equal to 10 + your Constitution modifier + 
  your proficiency bonus. Your Dexterity modifier has no effect on your Armor Class, and you always have 
  disadvantage on Dexterity (Stealth) rolls, exactly as if you were wearing heavy armor. You can't wear any kind
  of armor at all, unless the DM allows layering armor (p. 50), in which case you can wear a suit of light armor 
  for a +1 to your base AC. 
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  Tin Man, cont.
  Tin Man, cont.
  Techno-Magical Construct. You have all of the characteristics of a techno-magical construct (p. 88) – 
  you are unaffected by any spell or effect that specifically targets living creatures, their bodies or their minds. 
  You likewise can't benefit from magical items that affects living creatures, including potions of any kind (you're
  unable to drink or consume them). You are instead subject to spells and effects which target objects and 
  machines, including many of the new technomancy spells in Chapter 7. As a result, you can't be healed by 
  medicine or healing magic, and you don't recover hit points by resting. However, you can be repaired – or 
  even repair yourself, provided you have the right tools, parts, proficiencies, and aren't incapacitated. You 
  don't require air, food, drink, or sleep, and you are immune to poison and psychic damage, as well as to being
  charmed, exhausted, frightened, paralyzed, petrified, or poisoned. However, you can be damaged or broken 
  as can other objects; see Damage and Repairs to Objects (p. 64).
  See the boxed discussion of techno-magical constructs, at the beginning of the monster appendix, for 
  details; it's up to the DM to decide which characteristics do and don't apply. Perhaps your awakening has left 
  you vulnerable to psychic damage and mental magics, or your hydraulic systems are delicate enough that 
  you can be poisoned.
  Languages. You can speak, read, and write Common, and if your creator used another language as its 
  racial tongue, you can speak, read, and write that as well.
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  3. Classes
  3. Classes
  Adventuring archetypes in the Age of Æther fall 
  generally along the same lines as a standard game, 
  with a few additions and caveats. Some classes have 
  new archetypes available, many of which make use of 
  the new rules for the engineer class (see Chapter 4) 
  and/or the new spells of the school of technomancy 
  (see Chapter 7).
  Proficiencies: The Æther Age includes many new 
  weapons, tools, and skills. Most classes may opt for a 
  variant version of their weapon proficiency list, which
  trades some less common archaic weapons for Æther 
  Age firearms. Classes who have proficiency with all 
  simple and/or martial weapons can use the new lists in
  Chapter 6, instead of those in the Player's Handbook, 
  if they choose the Æther Age option.
  A character who doesn't use firearms, for whatever 
  reason (often based on racial preferences), can choose 
  instead to keep the standard (“archaic”) version of 
  class weapon proficiencies, as listed in the Player's 
  Handbook. Characters who choose a technological 
  class archetypes (i.e. most of the new paths in this 
  guide) can't select archaic weapons, but most other 
  characters at least have the option. This decision is 
  made at creation, and can't be changed, though 
  characters may acquire weapon proficiencies in play, 
  using the usual means (e.g., feats or multi-classing) – 
  unless the character takes the Luddite Bonus (p. 15).
  Barbarians
  Barbarians
  As the years go by, barbarians hailing from places 
  untouched by modern civilization are a rarer and rarer 
  sight, particularly in industrialized areas. Those that 
  do make their way to civilized lands tend to make a 
  living by combat – monster slayers, muscle for hire, 
  or even pit fighters – and so are more common in the 
  places where warriors gather.
  Proficiencies: Barbarians are among the more 
  likely classes to choose archaic weapons over Æther 
  Age firearms – but this is by no means universal. 
  Once they see the deadly effectiveness of “boom-
  sticks,” many tribes take readily to them, and begin 
  aggressively trading (and raiding) for guns and 
  ammunition. Those who choose archaic weapons can, 
  DM willing, choose a bonus feat at creation; see 
  Luddite Bonus (p. 15).
  Starting Equipment, Æther Age
  Starting Equipment, Æther Age
  If you select Æther Age weapon proficiencies, you 
  start with the following equipment, instead of that 
  listed in the Player's Handbook:
  • (a) a rifle and bandoleer with 24 bullets or (b) a 
  heavy shotgun and bandoleer with 24 shells
  • (a) a greataxe, (b) a greatsword, or (c) any melee 
  weapon with which you are proficient
  • An explorer's pack, a handaxe, and a dagger
  Path of the Street Fighter
  Path of the Street Fighter
  The urban jungle can be just as deadly as any remote 
  wilderness, and its dangers have given rise to a new 
  kind of barbarian. Forged in the struggle for life on the
  mean streets of a large (usually human) city, those 
  who take up this path were often orphans and street 
  rats, who learned to survive by their wits, their fists, 
  and their sheer stubborn determination. They are 
  ferocious warriors who learned every move they know
  by getting hit with it in a street fight, able to dish out a
  beating as well as take one and keep swinging. The 
  street thug background (p. 47) is custom made for a 
  street fighter.
  Spirit of the Streets
  Spirit of the Streets
  Upon choosing this path at 3rd level, you acquire 
  proficiency in the Streetwise skill if you didn't have it 
  – if you did, you add double your proficiency bonus to
  Wisdom (Streetwise) rolls. 
  Street FIghting
  Street FIghting
  Also at 3rd level, you gain proficiency with 
  improvised weapons, as well as improved unarmed 
  fighting abilities. Your unarmed strikes inflict damage 
  equal to the martial arts damage of a monk of equal 
  level (Player's Handbook, p. 77); this damage also 
  applies when you are wielding suitable improvised 
  street weapons (heavy chains, lamp posts, railroad 
  ties, etc), but never to simple or martial weapons other
  than clubs. Unlike monks, you can't use your 
  Dexterity modifier in place of Strength for unarmed 
  attacks, though your rage damage bonus applies 
  normally to your unarmed strikes and improvised 
  weapon attacks.
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  Fancy Footwork
  Fancy Footwork
  At 6th level, you may choose one of the defensive 
  street-fighting techniques below.
  Juggernaut: While raging, you have advantage on 
  all rolls to resist being knocked down, stunned, 
  grappled, magically slowed or held, or otherwise 
  impeded in your movement.
  Kickboxer: Each time you rage, you gain 1d6 ki 
  points, which you can spend to make a Patient 
  Defense or Step of the Wind (as the monk abilities). 
  Unspent ki points vanish when your rage ends.
  Pugilist. While you are raging, all attacks of 
  opportunity against you are at disadvantage, and any 
  enemy who you have hit with an unarmed attack 
  cannot take an attack opportunity against you at all.
  Fists of Fury
  Fists of Fury
  Beginning at 10th level, your unarmed strikes count as
  magical for the purpose of overcoming resistance or 
  immunity to non-magical weapons.
  Champion of the Streets
  Champion of the Streets
  At 14th level, you may choose one of the offensive 
  street-fighting techniques below. You don't have to 
  choose the same style as you did at 6th level.
  Juggernaut: While raging, if you move at least 20 
  feet in a straight line toward a Large or smaller 
  creature before attacking that creature, you have 
  advantage on all melee attacks against it until the end 
  of your turn. If any of your attacks hit, the creature 
  must make a Strength saving throw (DC 8 + your STR
  bonus + your proficiency bonus) or be knocked prone.
  Kickboxer: When you rage, you gain 1d6 ki points,
  which you can spend to make a Flurry of Blows or 
  Stunning Strike (as the monk abilities). If you chose 
  Kickboxer at 6th level as well as 14th, you roll 2d6 for
  ki points gained, and can spend them on any of the 
  monk abilities from either level. All unspent ki points 
  vanish when your rage ends.
  Pugilist: While raging, on any turn in which you 
  hit an enemy with at least one unarmed strike, you can
  make one bonus unarmed attack against the same 
  target on your turn.
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  Bards
  Bards
  Music never dies, people will always yearn for 
  entertainment, and the enchanting arts of the bard 
  have at least as much a place in the Age of Æther as 
  any time before. Wandering performer, silver-tongued 
  huckster, or cunning spy – bards can be found 
  wherever there are stories to be told.
  Proficiencies: Simple weapons, plus heavy 
  revolvers, rapiers, saddle guns, and shortswords. 
  Though some eccentric bards prefer archaic weapons 
  (“how can I play a Knight of Olde on stage, if I can't 
  swing a longsword?”), most take pragmatism over 
  purism and learn to shoot. Bards can choose their 
  starting skills from any available in the campaign, 
  including the new skills in Chapter 5.
  Starting Equipment, Æther Age
  Starting Equipment, Æther Age
  If you select Æther Age weapon proficiencies, you 
  start with the following equipment, instead of that 
  listed in the Player's Handbook:
  • (a) a heavy or light revolver and gunbelt with 24 
  bullets or (b) a light shotgun and bandoleer with 
  24 shells
  • (a) a rapier, (b) a shortsword, or (c) any melee 
  weapon with which you are proficient
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) any musical instrument or (b) a tool kit with 
  which you are proficient
  • A leather jacket (leather armor) and a dagger
  College of Secrets
  College of Secrets
  While most bards cheerfully announce their vocation 
  to the world (often in song), students of the College of
  Secrets work best when no one knows who they really
  are. Masters of spycraft and infiltration, they 
  specialize in learning the secrets of others. Some 
  secrets they sell, others they hide away for future use; 
  the most cunning spy-masters hoard secrets like 
  dragons pile up gold, using each when it's most 
  advantageous to do so. Many are members of such 
  clandestine societies as the Harpers or the Zhentarim, 
  though they can just as often be found in the employ 
  of a national government or other political 
  organization (or several, in the case of double and 
  triple agents). Most bards who intend to study this 
  college choose the detective or spy background 
  (pp. 45-46), for the basic skills of gathering and 
  keeping secrets.
  Spy-Craft
  Spy-Craft
  When you join the College of Secrets at 3rd level, you
  acquire three new skill or tool proficiencies, chosen 
  from Deception, Insight, Investigation, Perception, 
  Persuasion, Stealth, disguise kit, forgery kit, or 
  thieves' tools.
  Accomplice
  Accomplice
  Also starting at 3rd level, you can expend one use of 
  Bardic Inspiration to confer one of your magical 
  abilities upon a willing creature. The granted ability 
  can be any spell with a range of “self” which you are 
  capable of casting, or it can be the Borrowed Guise or 
  Shadow Walk abilities below, if you are of sufficient 
  level to use them. You must touch the accomplice in 
  order to confer the ability; doing so expends the 
  ability or spell slot normally, as well as one use of 
  your Bardic Inspiration. Once activated, the effect 
  functions exactly as if the accomplice had cast or used
  it on himself, and lasts for the normal duration, or 
  until either you or they choose to end the effect.
  Borrowed Guise
  Borrowed Guise
  Starting at 6th level, you can create a nearly perfect 
  magical disguise for yourself by “borrowing” 
  someone else's appearance. The process takes a full 
  minute, and you must have a piece of the subject's 
  clothing, hair, or another personal affect, which is 
  consumed by the magic. You can change your height, 
  weight, voice, hair, complexion, even apparent race, 
  though your statistics don't change. You can only 
  mimic creatures of the same general size and shape 
  (Medium humanoids for most PC races), as for the 
  change appearance option of the alter self spell 
  (Player's Handbook, p. 212). You gain illusory 
  clothing and equipment appropriate to the disguise, as 
  for the disguise self spell (Player's Handbook, p. 233),
  though in reality you retain your own armor, weapons,
  etc., hidden beneath the disguise.
  The disguise will convince casual observers 
  automatically, and even active attempts to disbelieve 
  the illusion (as for disguise self) are made at 
  disadvantage – unless the creature has been given 
  some reason to suspect that you aren't who you appear
  to be. It lasts for up to ten minutes per bard level, or 
  until you dismiss it as a free action. Once a creature 
  has made a successful ability check to see through it 
  (either Investigation or Perception can do the trick), 
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  that disguise no longer fools that creature – though a 
  new disguise affects them normally.
  Once you have used this ability, you cannot use it 
  again until after you complete a short or long rest.
  Shadow Walk
  Shadow Walk
  Beginning at 14th level, you gain the ability to 
  transform yourself into a two-dimensional shadow, 
  sliding silently across the wall or floor. The 
  transformation requires an action, after which you 
  gain the following characteristics and abilities:
  • Resistance to all kinds of damage, except for 
  necrotic, poison (both of which you are immune 
  to), psychic (which affects you normally), and 
  radiant (to which you are vulnerable).
  • Immunity to any condition which affects your 
  physical body – exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, or 
  restrained. If you were affected by one of these 
  conditions before you changed, it vanishes 
  during the transformation; if it was exhaustion, 
  paralyzed, petrified, or poisoned, it returns when
  you revert to normal flesh-and-blood form.
  • Speed of 40 ft., and the ability to pass under doors
  and through impossibly narrow openings – any 
  crack or space that a large sheet of paper could 
  slide through without getting stuck.
  • While in dim light or darkness, you get advantage
  on all Dexterity (Stealth) rolls, and an additional
  +2 to Stealth. As long as you remain in the 
  shadows, you can take a Hide action as a bonus 
  action on your turn, to melt into the gloom.
  • Darkvision out to 60 feet, or your existing 
  darkvision improves by 60 ft.
  Your clothing and equipment are absorbed during 
  the transformation; you can't use them while 
  transformed, and don't gain any benefits of having or 
  wearing them (including armor), but they re-appear 
  automatically when you end the effect. You can't 
  interact with the physical world while in shadow form
  – you're unable to pick up or set down objects, make 
  any kind of attack, cast spells or use other abilities. If 
  you speak, it sounds like an eerie whisper, inaudible 
  beyond a feet away.
  The transformation lasts for up to 1 hour per bard 
  level, or until you choose to end it as a free action. 
  Once you use this ability, you cannot use it again until
  after you have completed a long rest.
  Clerics
  Clerics
  The many gods still maintain their churches and 
  clergy in the world, and familiar faiths can be found 
  across the land. Their mortal servants, those who 
  aren't high enough in the ecclesiastic hierarchy to be 
  tied up in liturgical duties and politics, often travel the
  world to save souls, battle enemies of the faith, or 
  spread the influence of their sect.
  Proficiencies: Simple weapons. The choice 
  between modern guns and old world weaponry varies 
  between sects; bitter disagreements arise even 
  amongst a single church's faithful, over whether the 
  gods intended mortals to shoot each other, instead of 
  stabbing or clubbing each other. Most individual 
  clerics may choose either option, regardless of deity 
  or domain, though the DM may rule otherwise in 
  specific cases. Clerics who choose the Technology 
  Domain must select Æther Age weapon proficiencies.
  Starting Equipment, Æther Age
  Starting Equipment, Æther Age
  If you select Æther Age weapon proficiencies, you 
  start with the following equipment instead of that 
  listed in the Player's Handbook:
  • (a) a light revolver and gunbelt with 24 bullets or 
  (b) a light shotgun and bandoleer with 24 shells
  • (a) an armored waistcoat or plated field jacket, or 
  (b) a regular field jacket or heavy longcoat, and 
  a second gun and ammo chosen from above
  • (a) a mace, (b) a quarterstaff, or (c) any melee 
  weapon with which you are proficient
  • A holy symbol and a priest's pack
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  Technology Domain
  Technology Domain
  Churches of the gods of artifice have generally been 
  small, seldom involved in great cosmic struggles of 
  Light vs Darkness, and frequently overlooked by 
  everyone other than their unassuming clergy and 
  scattered faithful. That was, until the Age of Æther 
  brought them into the spotlight, and they became 
  centers for learning about the many new kinds of 
  artifice that are springing up everywhere. Most 
  churches of technology are closer to engineering 
  universities than traditional faiths, with great 
  inventors and scientists given a position analogous to 
  “saints.” Still, clerics of the gods of technology tap 
  into divine power to produce miracles and wonders, 
  just as other clerics do. Many tech-clerics have 
  backgrounds as inventors or technicians (pp. 46-47).
  Technology Domain Spells
  Technology Domain Spells
  Cleric
  Cleric
  Level
  Level Spells
  Spells
  1st
  inflict damage*, repair damage*
  3rd
  conjure vehicle*, haywire*
  5th
  breakdown ward*, control machine*
  7th
  breakdown*, speak with machines*
  9th
  animate objects, circle of ruin*
  * new spell in Chapter 7
  More Tech Spells?
  More Tech Spells?
  With the DM's permission, a cleric who 
  chooses the Technology domain may give up 
  access to spells from the standard cleric list, in 
  exchange for additional technomancy spells, one 
  for one. Each added technomancy spell 
  permanently becomes a cleric spell for that 
  character. In exchange, the character 
  permanently gives up the ability to prepare or 
  cast one spell from the normal cleric spell list, 
  which must be of equal or higher level than the 
  added technomancy spell. Added technomancy 
  spells may be chosen from the new spells in 
  Chapter 7, or from the Tech Adept spell list at the 
  beginning of that chapter.
  Tech Priest
  Tech Priest
  When you choose this domain at 1st level, you gain 
  proficiency in the Technology skill, as well as in one 
  kind of engineering tool kit of your choice 
  (clockmaker's tools, gunsmith's tools, or mechanic's 
  tools). If you already have the Technology skill (from 
  your background or race), you may choose an 
  additional engineering tool proficiency instead.
  You also learn either charm machine or mending 
  (your choice), which counts as a cleric cantrip for you,
  but doesn't count against your cantrips known. The 
  cantrip that you don't choose is added to the list of 
  cleric cantrips you may learn at 1st or later levels.
  Channel Divinity: Miraculous Repairs
  Channel Divinity: Miraculous Repairs
  Starting at 2nd level, you can use your Channel 
  Divinity to instantly (though temporarily) bring a 
  broken machine or mechanical device back to full 
  functioning, as long as it is generally whole and intact 
  in spite of any damage (i.e., not ruined). As an action, 
  you present your holy symbol and select a (non-
  sentient, inanimate) machine within 30 feet of you, 
  which is no larger than size category Medium. The 
  device returns to full working order, with mystical 
  material appearing to seal cracks and replace broken 
  parts. If it was missing hit points, it gains temporary 
  hit points equal to five times your cleric level. It can 
  still be damaged by further attacks, losing temporary 
  hit points first, and returning to broken condition if 
  reduced to 0 hit points. Otherwise, the repairs last for 
  up to one hour per cleric level, before fading and 
  returning the device to its true state.
  Your ability improves as you gain cleric levels – at 
  6th level, you can affect objects of up to Large size; at
  12th level, you can affect objects up to Huge; and at 
  17th level, you can affect objects of any size.
  Channel Divinity: Spirit of Necessity
  Channel Divinity: Spirit of Necessity
  Starting at 6th level, you can use your Channel 
  Divinity to create one of the following, ex nihilo, by 
  taking an action and presenting your holy symbol 
  above the location you want your creation to appear. 
  Objects created in this way disappear after one hour 
  per cleric level.
  • An ordinary, non-magical tool-kit with which you
  are proficient.
  • Parts for a repair job that you are currently 
  attempting (see p. 65), worth up to 5 gp 
  equivalent per cleric level. Repairs made with 
  the created parts are permanent, and don't 
  disappear at the end of the effect's duration.
  • Regular, non-magical ammunition for a crossbow,
  firearm, or other mechanical projectile-launcher 
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  with which you are proficient or have immediate
  physical access to. You produce shots equal to 
  five times your cleric level.
  Divine Gadgetry
  Divine Gadgetry
  Upon reaching 8th level, you acquire a gadget loadout
  (weighing 20 lbs.; see p. 33), and you may choose two
  gadgets from the list below. You are automatically 
  proficient with them as necessary, and use them as if 
  you were an engineer of your cleric level, though you 
  gain no other abilities or features of the engineer class.
  For gadgets which require charges, you instead 
  expend a use of Channel Divinity to power them.
  When you reach 13th level, you may choose a third
  gadget, and at 18th level, you may choose a fourth. 
  Whenever you gain a cleric level, you may replace 
  one of your gadgets with another from the list.
  You may choose from the following gadgets: flame
  blade, shock coil, flame gun, frost ray, lightning gun, 
  arcing bolt, fire blast, freezing blast, supercharged 
  capacitor, superheated igniter. See gadget descriptions 
  beginning on p. 40.
  Soul of the Machine
  Soul of the Machine
  Beginning at 17th level, you can imbue (non-sentient, 
  inanimate) machines with a temporary semblance of 
  life, and they will obey your commands (to the best of
  their capabilities). You can use your action to cast 
  animate objects, choosing up to 20 mechanical 
  devices (including vehicles, weapons, tools, etc.) 
  within 120 feet of you; larger objects count as more 
  than one, per the spell description. You don't need to 
  maintain concentration; animated machines are active 
  until reduced to 0 hit points, or until 1 minute has 
  elapsed. Otherwise, the effect is identical to the 
  animate objects spell.
  Alternatively, you may use this ability (and an 
  action) to animate nearby piles of junk, as if you had 
  cast the animate junk spell (p. 68). The junk spirits 
  (p. 110) are created as if you had used a 9th-level spell
  slot, though no spell slot is expended.
  Once you have used this ability, you can't use it 
  again until you finish a long rest.
  Druids
  Druids
  Perhaps even more than barbarians, druids have found
  themselves pushed to the margins of Æther Age 
  society. Some remain in settled lands to watch over 
  the development of civilization, in the hopes of 
  encouraging harmony with nature – or at least of 
  countering the corruption that festers within the walls 
  of so many cities, and the blight that spills from 
  factory smokestacks.
  Proficiencies: As did the elves, druids have almost 
  universally turned up their noses at the loud and 
  stinky new weapons that humanity has unleashed on 
  the world. Much as druids will not wear armor of 
  metal, they refuse to make use of firearms. Thus, all 
  druid characters use the class's standard weapon 
  proficiency list (Player's Handbook, pp. 45 & 65), as 
  well as the standard starting equipment list. Further, 
  without specific exception by the DM, they may never
  acquire proficiency with any kind of Æther Age 
  firearm, tool, or vehicle. If the DM allows the Luddite
  Bonus (p. 15), druids are eligible by default.
  Circle of the City
  Circle of the City
  As human civilization and technology have spread 
  ever faster, and the byproducts have gotten ever more 
  toxic, some druids have recognized the need to keep a 
  closer eye on this new technology. This new strain of 
  “urban druid” seeks to understand modern civilization
  and technology, in hopes of finding a way to curb or 
  redirect its worst externalities. Although they seldom 
  resort to overt violence or vandalism, they have 
  picked up a few magical tricks that allow them to 
  throw the occasional monkey wrench in the works. 
  Druids of the city are often mistaken for street 
  preachers and indigent madmen, and they can seem to 
  be either – often ministering to the poor, particularly 
  those affected by industrial blight, and preaching 
  against the dangers of unrestrained technology.
  Urban Wilderness
  Urban Wilderness
  When you choose this circle at 2nd level, you gain 
  proficiency in the Streetwise skill. If you already have
  the skill, you gain double your normal proficiency 
  bonus when using it.
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  Misfire
  Misfire
  Also starting at 2nd level, you can cause a nearby gun 
  to misfire with a glance. Once per turn as a Reaction, 
  when a creature that you can see within 60 feet of you 
  makes a firearm attack (against you or not), you can 
  give the attacker disadvantage on the roll. If the attack
  fails, the gun simply doesn't go off, as if it were a dud 
  round; the ammunition is wasted.
  You can do this a number of times equal to your 
  Wisdom modifier (minimum once). You regain all 
  expended uses when you finish a long rest.
  Circle Spells
  Circle Spells
  Your connection to the city allows you to cast certain 
  spells, which are always druid spells for you, even if 
  they don't appear on the druid spell list. Once you gain
  access to a circle spell (two each at 3rd, 5th, 7th, and 
  9th level), you always have it prepared, and it doesn't 
  count against the number of spells you may prepare 
  each day.
  Circle of the City Spells
  Circle of the City Spells
  Druid
  Druid
  Level
  Level
  Circle Spells
  Circle Spells
  3rd
  haywire*, purify air*
  5th
  animate junk*, tongues
  7th
  breakdown*, locate creature
  9th
  circle of ruin*, greater restoration
  * new spell in Chapter 7
  Wild Swarm
  Wild Swarm
  Starting at 6th level, you can use Wild Shape to 
  assume the form of a swarm of rats or ravens 
  (Monster Manual, p. 339). Your body and equipment 
  seems to “crumble” into squeaking rats or squawking 
  birds, which all move with one mind (yours). The 
  form otherwise works as for an ordinary use of Wild 
  Shape – you use the stats for a normal swarms of rats 
  or ravens, and return to your normal form upon 
  reaching 0 hit points, or the duration expires. If the 
  animals are attacked, you can survive as long as even 
  a single animal escapes destruction.
  When the last animal is reduce to 0 hit points, you 
  return to your natural form (taking any excess damage
  from the final rat or raven's death), exactly as for 
  ordinary Wild Shape. As long as at least two animals 
  survive, they can't be more than 15 feet away from 
  one another, so you can't just send one rat off to hide 
  while you fight. However, when the swarm is nearing 
  destruction, you can have a single animal flee the 
  fight. On the turn when the swarm is reduced to 0 hit 
  points, you instead become an ordinary rat or raven, 
  with 1 hit point. You can take a normal turn 
  immediately, in which you can move normally, and 
  may Dash, Disengage, Dodge, or use an action to 
  revert to your normal form.
  Upon reaching 10th level, you can become a Large 
  swarm of rats or ravens, using the stats of the normal 
  (Medium-sized) swarms, but with double the hit 
  points (48 hp), and doing twice the listed damage 
  (4d6, or 2d6 with less than half hit points). A Large 
  swarm can move into the spaces of multiple creatures 
  that are all within 10 feet of each other, and gets one 
  attack against each creature that shares a space with 
  the swarm.
  Sturdy Constitution
  Sturdy Constitution
  Beginning at 10th level, your time fighting blight has 
  given you a preternatural tolerance to pollution and 
  toxins. You are immune to poison (condition and 
  damage), as well as all effects of blight, smoke, smog,
  spells like cloudkill and stinking cloud, green dragon 
  breath, and similar breathing hazards.
  Cleansing Touch
  Cleansing Touch
  When you reach 14th level, you can cleanse a creature
  of all impurities, diseases, pollutants, and toxins with 
  a touch. As an action, you instantly end all effects and 
  conditions caused by disease, poison, pollution, blight,
  or smog. Any levels of exhaustion lost to any of those 
  maladies are also recovered. Although no hit points 
  are restored instantly, any restrictions on healing or hit
  point recovery caused by those maladies is lifted.
  You can do this a number of times equal to your 
  Wisdom modifier (minimum once). You regain all 
  expended uses when you finish a long rest.
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  Fighters
  Fighters
  Even if technology is rapidly transforming the way it 
  works, warfare is no less common in the Age of Æther
  than any other time in the world's tumultuous history. 
  War requires warriors, and the fighter is the 
  consummate warrior, the pinnacle of skill-at-arms and 
  battlefield prowess.
  Proficiencies: Simple and martial weapons. Most 
  professional warriors use the most effective weapons 
  that they can get their hands on, and in the Æther Age,
  that generally means guns. Barring quixotic personal 
  or racial preferences, most fighters will use the Æther 
  Age simple and martial weapon lists in Chapter 6. If 
  the DM allows the new skills from Chapter 5 in the 
  campaign, fighters may add Dungeoneer and 
  Streetwise to their choices for starting skill 
  proficiencies.
  Starting Equipment, Æther Age
  Starting Equipment, Æther Age
  If you select Æther Age weapon proficiencies, you 
  start with the following equipment instead of that 
  listed in the Player's Handbook:
  • (a) a plated field jacket, or (b) a regular field 
  jacket or heavy longcoat, and a light shotgun 
  and bandoleer with 24 shells
  • (a) a rifle and bandoleer with 24 bullets or (b) two
  heavy or light revolvers and a gunbelt with 24 
  bullets
  • (a) a battleaxe, (b) a longsword, or (c) any melee 
  weapon with which you are proficient
  • (a) a dungeoneer's pack or (b) an explorer's pack
  Fighting Styles
  Fighting Styles
  The benefits of the Archery and Two-Weapon 
  Fighting styles apply normally to relevant firearms, 
  making them popular choices for gun-toting warriors. 
  Both are available to any character allowed to choose 
  a fighting style.
  Grenadier (Martial Archetype)
  Grenadier (Martial Archetype)
  The Grenadier is the ultimate Æther Age soldier, a 
  dedicated warrior who masters the latest technology in
  order to use it to its fullest potential on the battlefield. 
  Part armorer, part commando, and an expert in all 
  kinds of firearms, explosives, and the technologies of 
  war. A fighter who intends to choose this archetype 
  must have proficiency in all simple and martial 
  firearms, and so can't choose to be proficient with 
  archaic weapons instead of modern ones. The sailor 
  and soldier backgrounds are both suitable.
  Technical Training
  Technical Training
  Upon choosing this archetype at 3rd level, you gain 
  proficiency with gunsmith's tools. You can also use 
  alchemist's supplies as if you were proficient in them, 
  but only to make gunpowder and explosives. Finally, 
  you may choose one Æther Age vehicle proficiency 
  (air, land, or water).
  Commando Training
  Commando Training
  Also at 3rd level, your firearm attacks (pistol, rifle, 
  shotgun) score a critical hit on a roll of 19-20. 
  Additionally, any time you throw a hand grenade, 
  flask (acid, alchemist's fire, holy water), or similar 
  object, you double the normal range of such an attack.
  Battlefield Gadgetry
  Battlefield Gadgetry
  Upon reaching 7th level, you acquire a gadget loadout
  (weighing 20 lbs.; see p. 33), and you may choose two
  gadgets from the list below. You are automatically 
  proficient with them as necessary, and you use them 
  as if you were an engineer of your fighter level, 
  though you gain no other abilities or features of the 
  engineer class. You must meet any minimum level 
  requirements for individual gadgets, with your fighter 
  level standing in for engineer level. 
  You can choose a third gadget when you reach 12th
  level, and fourth when you reach 17th. Whenever you 
  gain a fighter level, you can swap out one gadget with 
  another that you qualify for.
  You may choose from the following gadgets: 
  machine gun (11th level), ballistic screen, belt fed 
  ammo (11th level), gravity adjustment belt, head-
  lamp, low-light goggles, magnetic field harness, or 
  parachute system. See gadget descriptions beginning 
  on p. 40.
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  Field Armorer
  Field Armorer
  At 10th level, you gain the following abilities:
  • When repairing or modifying firearms (only), you
  gain all the advantages of the engineer's Quick 
  Fix and Reconfigure class abilities (p. 34).
  • With the right materials and tools, you can spend 
  a short rest producing ammo. If you have access
  to gunpowder (or the means to make it), a 
  supply of scrap metal, and a gunsmith's toolkit, 
  you can create bullets equal to three times your 
  fighter level. The bullets can be for any kind of 
  gun (or combination of guns) that you have 
  access to. There is no roll to use this ability, and 
  you can use it as often as you have the time for a
  short rest and the materials for a stack of ammo.
  Dead Eye
  Dead Eye
  Beginning at 15th level, your firearm attacks score a 
  critical hit on a roll of 18-20.
  Technical Superiority
  Technical Superiority
  Starting at 18th level, you have mastered modern 
  weaponry and technology to such a degree that you 
  gain the following abilities:
  • You acquire proficiency in the exotic firearms 
  from Chapter 6, as well as all kinds of military 
  Æther Age vehicles, and any others that the DM 
  deems to be military weapons.
  • You can treat all simple and martial firearms as 
  one-handed weapons.
  • When using the rules for bracing a longarm 
  (p. 54), you can still take half your regular 
  movement on the same turn that you make 
  attacks with a braced weapon.
  Monks
  Monks
  Monks have always been something of an oddity in 
  the lands of the West, in many ways “in the world, but
  not of it.” This, of course, makes them a natural fit for 
  the adventuring community, which has always been 
  made up of unusual types.
  Proficiencies: Simple weapons, plus shortswords. 
  (Optionally: choose any one martial melee weapon in 
  place of shortsword, including heavy or two-handed 
  weapons; this kind of weapon acts for you as a monk 
  weapon for all purposes). Monks have honed their arts
  with weapons of the old world, and thus are proficient
  with archaic weapons rather than Æther Age ones, and
  always use the starting equipment from the Player's 
  Handbook. Unlike druids, they can choose to acquire 
  proficiency in firearms later, though many tend to find
  guns to be distasteful. A gun can never be a monk 
  weapon for purposes of any ki, martial arts, or other 
  ability.
  If the DM allows the Luddite Bonus (p. 15), a 
  monk may vow never to use modern technology – and
  in return, get a bonus feat at creation.
  Paladins
  Paladins
  Though sometimes seen as eccentric and fanatical, 
  paladins are still an important part of the fabric of 
  society in the Age of Æther. Most are affiliated with 
  some faith or military order, though there are still 
  those lone quixotic crusaders who wander the land, 
  righting wrongs and defending the defenseless. 
  Proficiencies: Simple and martial weapons. Like 
  clerics, paladins are often swayed by traditions of 
  their faith (“Champions of Tyr have been fighting 
  with longswords for centuries!”), but like fighters and 
  rangers, they need to use the best weapons available in
  order to prevail. For those who hunt demons, undead, 
  and other beings which might shrug off bullets like 
  raindrops, archaic weapons often win out … for those 
  who hunt humanoid criminals, likely to be armed with
  guns of their own, Æther Age weapons are preferable. 
  Individual paladins can choose either option at 
  creation, unless their faith, oath, or order has chosen 
  for them.
  Starting Equipment, Æther Age
  Starting Equipment, Æther Age
  If you select Æther Age weapon proficiencies, you 
  start with the following equipment instead of that 
  listed in the Player's Handbook:
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  • (a) a plated field jacket, or (b) a regular field 
  jacket or heavy longcoat, and a light shotgun 
  and bandoleer with 24 shells
  • (a) a rifle and bandoleer with 24 bullets or (b) two
  heavy or light revolvers and a gunbelt with 24 
  bullets
  • (a) a longsword, (b) a warhammer, or (c) any 
  melee weapon with which you are proficient
  • (a) a priest's pack or (b) an explorer's pack
  • A holy symbol
  Rangers
  Rangers
  Always lurking around the fringes of civilization, 
  wandering the wilds, rangers fulfill essentially the 
  same role that they always have: venturing into the 
  places that civilized people fear to tread. Some are 
  traditional protectors of the wild, some are bounty 
  hunters or frontier lawmen, others work as scouts for 
  railroad or mining companies.
  Proficiencies: Simple and martial weapons. 
  Rangers are practical folks as a rule, and wood elves 
  notwithstanding, guns are just too useful to a 
  woodsman or survivalist to ignore. Excepting those 
  races and peoples who have refused to pick up guns, 
  rangers most often choose proficiency in Æther Age 
  weapons. If the DM allows the new skills from 
  Chapter 5 in the campaign, rangers can add 
  Dungeoneer to their choices for starting skill 
  proficiencies.
  Starting Equipment, Æther Age
  Starting Equipment, Æther Age
  If you select Æther Age weapon proficiencies, you 
  start with the following equipment instead of that 
  listed in the Player's Handbook:
  • (a) a plated field jacket, or (b) a regular field 
  jacket or heavy longcoat, and a light shotgun 
  and bandoleer with 24 shells
  • (a) a rifle and bandoleer with 24 bullets or (b) two
  heavy or light revolvers and a gunbelt with 24 
  bullets
  • (a) a longsword, (b) two shortswords, or (c) any 
  melee weapon with which you are proficient
  • (a) a dungeoneer's pack or (b) an explorer's pack
  Rogues
  Rogues
  The criminal underworld thrives in the Age of Æther, 
  as much as at any time in history. Rogues are thick as 
  flies in the shadows of the cities, doing the dirty deeds
  that polite society frowns on, but all too often pays 
  handsomely for.
  Proficiencies: Simple weapons, plus heavy 
  revolvers, rapiers, saddle guns, and shortswords. 
  Rogues have never shied away from technology, 
  always choosing to use the tools that get the job done. 
  That includes the tools of violence, and guns have 
  upped the ante in that department. Barring racial 
  preferences, most rogues will prefer Æther Age 
  weapon proficiencies. If the DM allows the new skills 
  from Chapter 5 in the campaign, rogues may add 
  Dungeoneer and Streetwise to their choices for 
  starting skill proficiencies.
  Starting Equipment, Æther Age
  Starting Equipment, Æther Age
  If you select Æther Age weapon proficiencies, you 
  start with the following equipment instead of that 
  listed in the Player's Handbook:
  • (a) a heavy or light revolver and gunbelt with 24 
  bullets or (b) a saddle gun and bandoleer with 
  24 bullets
  • (a) a rapier, (b) a shortsword, or (c) any melee 
  weapon with which you are proficient
  • (a) a burglar's pack, (b) a dungeoneer's pack, or 
  (c) an explorer's pack
  • A leather jacket (leather armor), two daggers, and 
  thieves' tools
  Trap-Maker (Roguish Archetype)
  Trap-Maker (Roguish Archetype)
  While thieves and assassins focus on stealth and 
  infiltration to achieve their goals, the trap-maker 
  specializes in the other end of the rogue's spectrum of 
  abilities – traps and counter-intrusion. As they develop
  this expertise, it extends to include similar 
  technologies: clockwork and spring-loaded devices, 
  often with a deadly trick built in. Trap-makers may 
  have a criminal background, but they may just as 
  likely have a background as inventors or technicians 
  (see pp. 46-47).
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  Trap Tinkering
  Trap Tinkering
  When you choose this archetype at 3rd level, you 
  acquire proficiency in the Technology skill, as well as 
  with clockmaker's tools. If you already have either 
  proficiency from your race or background, you can 
  select an additional engineering tool proficiency 
  (gunsmith's or mechanic's tools) instead, for each one 
  that you already have.
  Additionally, even if you lack the Arcana skill, you 
  can interact with magical traps as if you were 
  proficient in it, including attempts to detect, disarm, 
  set, or salvage them. If you do have the Arcana skill, 
  you may add double your proficiency bonus when 
  using it to interact with magical traps.
  Mechanical Accomplices
  Mechanical Accomplices
  Also at 3rd level, you acquire a gadget loadout 
  (weighing 20 lbs.; see p. 33), and you may choose one
  gadget from the engineer's Clockwork Menagerie 
  (Auxiliary Gadgets) list (p. 33). You use it as if you 
  were an engineer of your rogue level, though you gain
  no other abilities or features of the engineer class. You
  must meet the minimum level requirements for the 
  gadget, with your rogue level standing in for engineer 
  level. You may use it once, and then you must 
  complete a long or short rest before using it again.
  You can choose a second gadget when you reach 
  7th level, a third at 12th level, and a fourth at 16th 
  level. Whenever you gain a rogue level, you can swap 
  out one gadget with another that you qualify for. 
  Starting when you choose your second gadget at 7th 
  level, all of your gadgets share two “charges” – you 
  can use any two of them once each, or one of them 
  twice, before you require a short or long rest to reset 
  the lot of them.
  Trap-Setter
  Trap-Setter
  Beginning at 9th level, you can create impromptu 
  traps to leave behind, so that enemies might fall prey 
  to them as they try to track or sneak up on you. This 
  takes 10 minutes, and you must provide the means 
  that the trap uses to damage enemies – a gun, a sword,
  a flask of alchemist's fire, etc. – as well as designating
  the conditions that trigger it (an ankle-level tripwire, a
  rigged door handle, etc). The DM will determine 
  whether what you are trying to do is possible; you can
  lay bear traps or string tripwires, but you can't set up a
  Rolling Stone Sphere o' Doom in 10 minutes. Setting 
  up a trap requires no roll; at your option, there can be 
  a way for you and your comrades to temporarily 
  disable it, for example to pass through a door you 
  have trapped without triggering it.
  The trap you create has an attack bonus equal to 
  your proficiency bonus if it attacks only the creature 
  that triggered it, or a Dexterity saving throw DC equal
  to 10 + your proficiency bonus if it creates an area 
  effect that can damage multiple creatures. The damage
  it inflicts on victims is based on the weapon you use, 
  with no modifiers for Strength or Dexterity. The DC 
  to spot or disable the trap is also equal to 10 + your 
  proficiency bonus. If the trap is triggered, it expends 
  any ammunition the attack uses, and the trap is no 
  longer active until you reset and reload it. If it doesn't 
  go off, you can recover the parts to use again, 
  requiring 10 minutes and no ability checks.
  Salvage Trap
  Salvage Trap
  Starting at 13th level, you can attempt to salvage parts
  from certain traps that you disarm. The DC to salvage 
  a trap is three higher than the DC to disarm it, and the 
  time required is doubled. A failed salvage attempt 
  triggers the trap; you and anyone in range can make a 
  saving throw as applicable. The DM determines which
  traps have salvageable parts, and what parts can be 
  obtained. You can take poison dart launchers with 
  you, for instance, and magical traps might yield a 
  small gem enchanted with the trap's effect … but 
  spike-lined pits or giant falling stone blocks don't 
  often have any useful parts.
  You can use the parts that you salvage in one of 
  two ways. First, if the DM rules that a trap can be 
  used to make an attack, you can attempt to use it in 
  combat – launch the poison darts or hurl the gem from
  the fireball trap at an enemy. In this case, you take the 
  Use an Object action, and make an attack roll 
  (including Dexterity modifier and proficiency bonus) 
  to get the payload on target. If the trap typically 
  allows a saving throw, the victim(s) may roll against 
  the normal DC. This consumes the trap parts, whether 
  or not your attack hits.
  You can also attempt to set the trap in a new 
  location, using the Trap-Setter ability. You set it up as 
  if it were a trap of your creation, but the attack bonus, 
  saving throw DC, and damage inflicted are all the 
  same as the original trap. If a successfully reset trap is 
  triggered, the parts are expended; if it isn't triggered, 
  you can take it down and re-use it again.
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  Master of Traps
  Master of Traps
  Upon reaching 17th level, you have mastered the art 
  and science of laying traps. You gain the following 
  abilities:
  • You always have advantage on all rolls involving 
  traps – saving throws to avoid effects, attacks 
  rolls to trigger intentionally on enemies, ability 
  checks to detect, disable, salvage, or set, and so 
  on. Your passive Perception score to spot traps 
  is increased by 5.
  • You cut the time it takes to search for, set, disarm,
  or salvage traps in half.
  • Traps that you set have +2 to attacks rolls, or their
  saving throw DC is increased by 2.
  Sorcerers
  Sorcerers
  Ancient bloodlines of magical power generally tend to
  disdain modern technology, even if they might enjoy 
  its fruits. Sorcerers in general don't think about tech 
  much more than it takes to purchase a train ticket, or 
  decide to carry a revolver in case they run out of 
  magic in the thick of things. Thus far, sorcerers 
  haven't picked up on the secrets of technomancy … 
  most are unconcerned, considering it to be a new and 
  passing fad, in the shadow of their ancient powers.
  Proficiencies: Daggers, darts, light revolvers, light 
  shotguns, and quarterstaffs. Arcanists in general don't 
  have a lot of time to put into the study of weapons, 
  and sorcerers in particular are often confident that 
  their magic will be more effective than any 
  technological trinket. Individual sorcerers decide for 
  themselves whether or not they need to pack 
  additional heat.
  Starting Equipment, Æther Age
  Starting Equipment, Æther Age
  If you select Æther Age weapon proficiencies, you 
  start with the following equipment instead of that 
  listed in the Player's Handbook:
  • (a) a light revolver and gunbelt with 24 bullets or 
  (b) any weapon with which you are proficient
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers
  Warlocks
  Warlocks
  Do date, there are no ancient primal spirits of the 
  otherworlds who imbue their warlocks with the power
  of technology. The dark arts of the warlock remain 
  eldritch and esoteric, generally far removed from the 
  modern sciences that fuel the technological 
  revolution. 
  Proficiencies: Simple weapons. Like other 
  arcanists, most warlocks generally rely more on 
  offensive magic than on weapons. When they do focus
  on a weapon, it's usually by way of the Pact of the 
  Blade – which only works on a melee weapon. Thus, 
  the choice between Æther Age or archaic weapons is 
  largely individual for warlocks.
  Starting Equipment, Æther Age
  Starting Equipment, Æther Age
  If you select Æther Age weapon proficiencies, you 
  start with the following equipment instead of that 
  listed in the Player's Handbook:
  • (a) a light revolver and gunbelt with 24 bullets or 
  (b) any weapon with which you are proficient
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • A heavy longcoat and two daggers
  Wizards
  Wizards
  Among arcane magic-users, wizards alone have 
  embraced – in fact fueled – the growth of the arts of 
  technomancy. While many of the ancient schools of 
  magic have yet to fully integrate the new secrets, more
  and more modern wizardly universities are opening 
  entire departments dedicated to research and 
  development of the emerging field.
  Proficiencies: Daggers, darts, light revolvers, light 
  shotguns, and quarterstaffs. As with most arcanists, 
  weapons are generally an afterthought for wizards, a 
  last resort after they have no more magic to hurl. 
  Some wizards are traditionalists, studying archaic 
  weapons alongside ancient magics; others, particularly
  technomancers, prefer the latest Æther Age firepower 
  for such desperate situations as running out of spells 
  to cast. Wizards spend most of their starting money on
  their spellbooks, leaving little for fancy shootin' irons. 
  All wizards therefor use the starting equipment from 
  the Player's Handbook.
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  Technomancy Tradition
  Technomancy Tradition
  Although still a minority in the wizardly community, 
  the mages who study the young arts of technomancy 
  are a growing force for change and innovation. These 
  wizards learn the basics of mundane technology, along
  with the cutting edge of techno-mystical theories and 
  techniques. A technomancer is as likely to have a 
  background as an inventor (p. 46) as a sage.
  Technical Fundamentals
  Technical Fundamentals
  When you choose this tradition at 2nd level, you gain 
  proficiency in the Technology skill, as well as in one 
  kind of engineering tool kit (clockmaker's, gunsmith's,
  or mechanic's) of your choice. If you already have the 
  Technology skill, you may choose an additional 
  engineering tool proficiency. 
  Technomancy Savant
  Technomancy Savant
  Also beginning at 2nd level, the new technomancy 
  spells in Chapter 7 – and any other spells the DM 
  classifies as techno-magic, possibly including the non-
  wizard spells on the Tech Adept spell list (p. 67) – 
  count as wizard spells for you. Any time you can add 
  a free wizard spell to your spellbook, you may choose 
  from among the spells in that chapter, provided that 
  you have a spell slot of the specified spell's level. 
  When copying discovered technomancy spells into 
  your spellbook, the gold and time you must spend are 
  halved.
  You also learn the charm machine or mending 
  cantrip at this time (your choice), or if you already 
  know both, you learn another wizard cantrip of your 
  choice.
  Eldritch Tools
  Eldritch Tools
  When you reach 6th level, you no longer have to carry
  tools to make standard repairs – you conjure an 
  eldritch set whenever you need them. You can only 
  conjure tools that you're proficient with; the tools are 
  clearly unnatural (vaguely translucent and glowing), 
  and vanish instantly if anyone else tries to use them. 
  They magically assist you in your work, just the right 
  tool always appearing in your hand as you need it, 
  bending to give you the leverage you need, and so on. 
  They give you advantage on any rolls that you must 
  make with them, and cut the time needed for repairs 
  as for the engineer's Quick Fix ability (p. 34). 
  Techno-Kinesis
  Techno-Kinesis
  Starting at 10th level, by focusing your will on a 
  machine or mechanical device, you can operate it 
  without having to be in physical contact. You must 
  take a Use an Object action, and stare intently at a 
  device within 5 feet per wizard level of you, to make 
  the device do something that it could do if you were 
  holding it, or sitting at the controls. For example, you 
  could apply the brakes or the throttle on an Æther Age
  vehicle, you could cause a revolver to open and eject 
  all its bullets as if to reload, and so on. If the device is 
  under the control of another creature, that creature can
  make a Dexterity-based tool or vehicle proficiency 
  check, against your normal spell DC, to shake off the 
  effect and retain control. You can use this ability a 
  number of times equal to your Intelligence modifier, 
  and a short or long rest replenishes all expended uses.
  Durable Dweomer
  Durable Dweomer
  Upon reaching 14th level, any technomancy spell you 
  cast has double its normal duration, and any attempt to
  dispel or otherwise disrupt the effects of your 
  technomancy spells is made at a disadvantage.
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  4. The Engineer
  4. The Engineer
  A brilliant but eccentric inventor experiments with the
  latest technology in his lab, combining ancient 
  alchemical secrets with modern scientific principles, 
  in search of a techno-magical breakthrough.
  Bullets whiz by and fire magic scorches the air, as 
  a field technician's steady hands repair the damage to 
  a steam tank's main cannon – the enemy closing in, 
  until he shouts an “All clear!” to his teammates, and 
  they quickly lock and load to return fire.
  A hulking suit of powered armor lurches forward 
  with a groan of pistons and hiss of pressure valves, 
  and the gnome within cranks the ignition for his 
  flamethrower as he approaches the mass of goblins 
  preparing to set upon his township.
  Engineers are the masters of Æther Age 
  technology, whether pushing the envelope of the latest
  innovations, or keeping the engines running that 
  power the industrial world. Their gadgets serve as 
  sword, shield, and spellbook in one. Not only can their
  comrades rely on them to keep guns and engines alike 
  in proper working order, they know the engineer can 
  stand side-by-side with them in battle, employing the 
  cutting edge of technology against their common foes.
  Mind of Metal and Wheels
  Mind of Metal and Wheels
  The engineer is a product of his time and place – he is 
  a fundamental part of the techno-magical revolution 
  that defines the Æther Age. As warlocks and wizards 
  delve into the arcane and the occult, engineers must 
  study the arts and sciences that underpin the new 
  technologies which have taken root in the world. Their
  “spellbooks” are filled with schematics and scribbled 
  technical notes, trial logs for prototypes-under-
  development, and arcane alchemical formulas.
  The engineer's core ability is to work with Æther 
  Age technology – repair, adapt, even construct 
  devices, vehicles, weapons, etc. In practice, this most 
  often takes the form of an engineer's gadgets: unique 
  personal equipment that allows the engineer to 
  accomplish various feats and effects. Some gadgets 
  create effects resembling spells, others are weapons, 
  defensive systems, or mechanical “pets.” Of course, 
  military or adventuring engineers expect to employ 
  their advanced weaponry in “practical field 
  conditions” (i.e. combat), and so are proficient with 
  most or all of the weapons that they invent or repair.
  Cutting Edge
  Cutting Edge
  Whereas arcanists study spells as ancient as writing, 
  and holy men chant prayers taught to humanity before
  history began, many of the technologies that the 
  engineer employs didn't exist 100, 50, or even 10 
  years ago. Even as airships and repeating firearms 
  come into common use, the engineer tinkers with 
  prototypes and experimental innovations.
  Because of the technical expertise and custom fine-
  tuning required to effectively use such gadgetry, only 
  the engineer himself can activate them – much like a 
  warlock's invocations, an engineer's gadgets function 
  for him alone, and can not be stolen and deployed 
  against him, as a regular weapon could. They can, 
  however, be taken from him when he's captured, etc.; 
  see Gadget Loadout (p. 33).
  Creating an Engineer
  Creating an Engineer
  When creating an engineer, think about his technical 
  background – did he learn his trade from a prestigious 
  university, an apprenticeship to a mad inventor, or 
  through his own curious tinkering with pilfered and 
  salvaged technology? What kinds of machines or 
  devices does he specialize in, what kinds is he most 
  familiar with, what kinds is he most interested in?
  Although his gadgets can get him through most 
  “classic adventuring” scenarios and challenges, and 
  his skills with repairing firearms and the like make 
  him indispensable in an Æther Age adventuring party, 
  an engineer really comes into his own in a campaign 
  that heavily features technology as a part of the 
  background. If the DM is planning such a campaign, 
  work with him to determine what choices you can 
  make during creation, to optimize your engineer's 
  usefulness – both for the party, and for the DM's 
  planned challenges and quests.
  Quick Build
  Quick Build
  To build an engineer quickly, follow these steps. First,
  Intelligence should be your highest ability score, then 
  Dexterity (or Strength, if you plan to choose the Iron 
  Brute engineering specialty). Second, choose either 
  the inventor or technician background (see Chapter 5).
  Third, choose the buzz-blade and flame gun weapon 
  gadgets, and the head-lamp auxiliary gadget.
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  Class Features
  Class Features
  As an engineer, you gain the following class features.
  Hit Points
  Hit Points
  Hit Dice: 1d8 per engineer level.
  Hit Points at 1st Level: 8 + your Constitution 
  modifier.
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution mod per engineer level after 1st.
  Proficiencies
  Proficiencies
  Armor: Light armor, medium armor.
  Weapons: Simple weapons, martial firearms and 
  grenades. An engineer is always proficient with 
  his own gadgets.
  Tools: Gunsmith's tools, and choose one from 
  alchemist's supplies, clockmaker's tools, or 
  mechanic's tools.
  Saving Throws: Dexterity, Intelligence.
  Skills: Choose two skills from Arcana, Perception, 
  Sleight of Hand, Streetwise, and Technology. An
  engineer must begin play with proficiency in the
  Technology skill, whether from background, 
  race, or class.
  Equipment
  Equipment
  You start with the following equipment, in addition to 
  the equipment granted by your background:
  • (a) a heavy or light revolver and gunbelt with 24 
  bullets or (b) a saddle gun and bandoleer with 
  24 bullets
  • (a) a handaxe, (b) a light hammer, or (c) any 
  simple melee weapon
  • (a) a dungeoneer's pack or (b) a scholar's pack
  • Your gadget loadout (p. 33), a heavy longcoat (or 
  workshop apron), and one tool kit of a type with
  which you are proficient
  Starting Wealth
  Starting Wealth
  If using starting wealth instead of starting equipment 
  (Player's Handbook, p. 143), an engineer begins with 
  (4d4 x 10) gp.
  The Engineer
  The Engineer
  Prof
  Prof
  Weapon
  Weapon
  Aux
  Aux
  Effect
  Effect
  Level
  Level
  Bonus
  Bonus Class Features
  Class Features
  Gadgets
  Gadgets Gadgets
  Gadgets Charges
  Charges
  Level
  Level
  1st
  +2
  Gadgets, Expertise, Tech Jargon
  2
  1
  1
  1st
  2nd
  +2
  Quick Fix
  2
  1
  2
  1st
  3rd
  +2
  Engineering Specialty
  2
  2
  2
  2nd
  4th
  +2
  Ability Score Improvement
  3
  2
  2
  2nd
  5th
  +3
  Rummage (1/day)
  3
  3
  2
  3rd
  6th
  +3
  Expertise, Reconfigure
  3
  3
  2
  3rd
  7th
  +3
  Engineering specialty upgrade
  3
  4
  2
  4th
  8th
  +3
  Ability Score Improvement
  3
  4
  2
  4th
  9th
  +4
  Rummage (2/day)
  3
  5
  2
  5th
  10th
  +4
  Engineering specialty upgrade
  4
  5
  3
  5th
  11th
  +4
  Reliable Talent
  4
  5
  3
  6th
  12th
  +4
  Ability Score Improvement
  4
  6
  3
  6th
  13th
  +5
  Swift Kick
  4
  6
  3
  7th
  14th
  +5
  Engineering specialty upgrade
  4
  6
  3
  7th
  15th
  +5
  Rummage (3/day)
  4
  7
  3
  8th
  16th
  +5
  Ability Score Improvement
  4
  7
  3
  8th
  17th
  +6
  Engineering specialty upgrade
  4
  7
  4
  9th
  18th
  +6
  -
  4
  8
  4
  9th
  19th
  +6
  Ability Score Improvement
  4
  8
  4
  9th
  20th
  +6
  Perfected Craft
  4
  8
  4
  9th
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  Gadgets
  Gadgets
  In addition to your ordinary equipment, you have a 
  number of sophisticated weapons, defensive systems, 
  and other useful devices which you carry with you on 
  adventures. You cannot loan these devices out to 
  allies, nor can they be stolen and used against you – 
  they function only for you. They are, in effect, techno-
  magical items which only you can use; they can be 
  rendered inoperable if you are cut off from the eldritch
  forces of the universe, such as if you enter a dead 
  magic area or antimagic field. If you are the target of a
  dispel magic or similar effect, each active spell-like 
  function of a gadget is treated as if it were a normal 
  spell. If dispel magic is directed at a specific gadget in
  your possession, the DC is 10 + your Gadget Effect 
  Level, and a success renders the gadget inoperable 
  until you can spend a short or long rest repairing it.
  At 1st level, you choose two weapon gadgets and 
  one auxiliary gadget. You acquire additional gadgets 
  as you gain engineer levels, per the Weapon Gadgets 
  and Aux Gadgets columns of the Engineer table. 
  Whenever you gain a level of engineer, you can 
  replace one of your existing gadgets with another 
  gadget for which you meet all requirements.
  Weapon Gadgets
  Weapon Gadgets
  Weapon gadgets are those that provide you with an 
  attack, whether melee or ranged. They generally do 
  not use charges (see below), but can be used as often 
  as needed. Some do use other kinds of ammunition, as
  noted in the description. You choose two weapon 
  gadgets at 1st level (usually, though not necessarily, 
  one melee and one ranged), and you gain additional 
  weapons as you increase in engineer level, per the 
  Weapon Gadgets column of the Engineer table. Each 
  weapon also inflicts increased damage as you gain 
  levels and upgrade its capabilities, as listed.
  Auxiliary Gadgets
  Auxiliary Gadgets
  All gadgets other than weapons (and a few that are 
  weapons, but require charges or special conditions to 
  use) are considered auxiliary gadgets. Most provide 
  you with some kind of extraordinary capability, often 
  mimicking the effects of a particular spell. Some 
  auxiliary gadgets can be used at will, while the more 
  powerful ones require the expenditure of charges (see 
  below). This is specified with the gadget descriptions 
  at the end of the chapter.
  You choose one auxiliary gadget from the 
  Defensive and Movement list at 1st level, and acquire 
  additional auxiliary gadgets as you gain engineer 
  level, per the Auxiliary Gadgets column of the 
  Engineer table. Once you have chosen an Engineering
  Specialty at 3rd level, you can also choose gadgets 
  from the list corresponding to your chosen specialty. 
  Some gadgets acquire upgraded capabilities when you
  reach higher levels, as noted in their descriptions.
  Charges
  Charges
  Some powerful gadgets require an expenditure of 
  energy or resources so great that you can only use 
  them a few times before having to take the time to 
  “reset” or reload them. Such devices require the 
  expenditure of charges, representing the resources you
  have on-hand to activate them. The Charges column 
  on the Engineer table indicates how many times you 
  can activate these gadgets. You begin play with a 
  single charge, and gain more as you rise in engineer 
  level. Each charge can be used to activate one of your 
  charge-consuming gadgets, one time; all of your 
  gadgets draw from the same “pool” of charges, and 
  you need not designate beforehand which gadgets you
  intend to activate. You regain all expended charges 
  when you finish a short or long rest.
  Effect Level
  Effect Level
  For gadgets that mimic spell effects, the Effect Level 
  column of the Engineer table shows the equivalent 
  level of spell slot for the effect. For example, a 10th 
  level engineer shooting a fire blast from his flame gun
  creates a fireball as if cast using a 5th level spell slot.
  Gadget Loadout
  Gadget Loadout
  You require a loadout of special supplies to keep your 
  gadgets working – special ammo, spare parts, 
  lubricants, etc. If you lose access to this loadout (for 
  instance, if you're captured and disarmed, or carousing
  in town), you can't use your gadgets. Your gadget 
  loadout weighs 40 lb., and you must carry it with you 
  any time you intend to make use of your gadgets. It 
  costs you nothing, and you replenish it from salvaged 
  parts in the field, and your workshop during 
  downtime. It doesn't contain any ordinary equipment, 
  ammo, or parts for anything but your own gadgets – 
  but see the Rummage ability, below.
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  Expertise
  Expertise
  At 1st level, choose one of clockmaker's tools, 
  gunsmith's tools, or mechanic's tools, with which you 
  are proficient. When using that kind of tool or the 
  Technology skill, your proficiency bonus is doubled 
  for ability checks.
  At 6th level, you can choose two more kinds of 
  artisan's or engineering tools with which you are 
  proficient to gain the benefits of this feature.
  Tech Jargon
  Tech Jargon
  You can communicate with another engineer about 
  technical matters in a way that others find 
  incomprehensible, but which is much more efficient 
  than ordinary speech. You must share a spoken 
  language with the other engineer, and be able to 
  converse freely. You can communicate complicated 
  technical ideas in half the time it would take normally,
  while uninitiated bystanders hear a stream of techno-
  babble. You can easily understand schematics and 
  technical notes, regardless of language.
  Quick Fix
  Quick Fix
  Starting at 2nd level, you can accomplish repair 
  operations in considerably less time than most people. 
  When determining the time required to repair a 
  damaged or broken object, use the next-smaller size 
  category on the Object Repair Table (p. 66). For 
  values of “10% crafting” or “20% crafting,” cut the 
  final repair time in half. You have advantage on rolls 
  to salvage for parts, or to patch a device.
  Engineering Specialty
  Engineering Specialty
  At 3rd level, you decide upon a more specific focus 
  for your technical research and development. Choose 
  one of the following specialties; your specialty grants 
  abilities at 3rd, 7th, 10th, 14th, and 17th level.
  Clockwork Menagerie. You build mechanical 
  constructs large and small, and send them forth to do 
  your bidding.
  Iron Brute. You construct a suit of powered 
  combat armor for yourself, and spend your time 
  tinkering and improving this great battle behemoth.
  Tech Adept. You begin the study of technomancy, 
  an emerging branch of wizardry that interacts with 
  sophisticated technology.
  Ability Score Improvement
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 
  16th, and 19th level, you can choose either to improve
  a single ability score by 2, improve two ability scores 
  by 1 each (no higher than 20 in any case), or if your 
  DM allows, choose a single feat.
  Rummage
  Rummage
  Beginning at 5th level, you can rummage through 
  your gadget loadout to find ordinary equipment, or 
  parts for repairs on such. This takes you 1d10 minutes,
  and allows you to perform one of the tasks below. 
  Once you have used this ability, you can't use it again 
  until you complete a long rest. When you reach 9th 
  level, you can attempt two rummages per day; at 15th 
  level, you may attempt three.
  • Attempt a salvage roll (p. 65) for repairs that you 
  are currently attempting.
  • Construct or discover a piece of non-magical 
  adventuring gear (from the Player's Handbook 
  or Chapter 6 of this guide), worth no more than 
  5 gp x your engineer level.
  Reconfigure
  Reconfigure
  Starting at 6th level, you can quickly re-purpose a 
  mechanical device to accomplish a different but 
  related task. For instance, you could turn a steam 
  engine into a steam cannon, or a cuckoo clock into a 
  walking wind-up toy. Adding attacks generally 
  requires that you have parts to support the addition – 
  if you have a hand grenade, for instance, you could 
  build it into your cuckoo-clock-toy, to create a 
  harmless-looking but deadly walking time bomb. The 
  time it takes to re-purpose a device is the same as it 
  would normally take you to repair a broken device of 
  the same type as the new device, with the benefits of 
  the Quick Fix ability.
  Reliable Talent
  Reliable Talent
  Beginning at 11th level, your steady hand and battle-
  tested technical skills have improved to the point that 
  you seldom fail, even under pressure. When making 
  any ability check involving the Technology skill, any 
  kind of tool with which you are proficient, or any 
  other technical task that lets you add your proficiency 
  bonus, you can treat a d20 roll of 9 or lower as a 10.
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  Swift Kick
  Swift Kick
  Starting at 13th level, you can attempt basic repairs of 
  a machine that's broken but not completely ruined, by 
  knocking it into working order. Depending on the size 
  of the machine, this might be a light thump, a 
  hammer-fisted slam, or the eponymous swift kick. 
  Make an ability check as if you were attempting to 
  patch the device (see p. 65); success means that the 
  device is returned to working order with a single hit 
  point, though it's still in damaged condition. Once you
  have attempted this ability, you can't use it again until 
  you complete a short or long rest.
  Perfected Craft
  Perfected Craft
  Upon reaching 20th level, you have become so skilled
  at the production of technological devices, that you 
  can craft new equipment at a much faster rate than 
  others. When using the crafting rules (Player's 
  Handbook, p. 187), you contribute 10 gp worth of 
  effort per day instead of 5. You also reduce the cost of 
  materials to 30% of the full market value of the object
  you're crafting, provided that you do at least half of 
  the work yourself.
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  Engineering Specialties
  Engineering Specialties
  Although there are as many kinds of technical experts 
  as there are distinct technologies, the kinds of 
  engineers that take to a life of adventure tend to have 
  a few specific areas of expertise. Your chosen 
  engineering specialty determines what kinds of 
  gadgets you prefer to use in your adventuring career – 
  or if you prefer the arts of technomancy.
  Clockwork Menagerie
  Clockwork Menagerie
  The focus of your tinkering is on the creation of 
  mechanical automata, each capable of performing one 
  or more useful tasks at your command. Your creations 
  are often powered by minor elemental spirits, like a 
  golem, but their bodies are made up of complex 
  machinery – each part engraved with the runes and 
  glyphs to bind the spirit, and give it control of its new 
  body. You command them through a techno-mystical 
  controller in your gadget loadout, which you use to 
  transmit directions, and monitor the status of your 
  constructs.
  Clockwork Gadgeteer
  Clockwork Gadgeteer
  When you choose this specialty at 3rd level, you 
  become proficient with clockmaker's tools if you 
  weren't already. If you're already proficient with them,
  you may choose another tool proficiency from the 
  engineer class options, above.
  You also add the gadgets from the Clockwork 
  Menagerie list (p. 43) to the auxiliary gadgets that you
  may choose from, any time you gain a new gadget or 
  trade one of your existing gadgets for a new one.
  Clockwork Familiar
  Clockwork Familiar
  Also at 3rd level, you complete work on a Tiny 
  mechanical servitor, about the size of an arcane 
  magic-user's familiar. The servitor often has the 
  general appearance of some kind of small animal or 
  miniature humanoid, but it is clearly a mechanical 
  construct and not a natural beast. Use the stats for a 
  clockwork familiar (p. 99). 
  The familiar acts on your turn, following your most
  recent instructions to the best of its abilities; you can 
  issue new instructions on your turn as a bonus action, 
  as long as you are within 100 feet of the familiar. It 
  doesn't emote or communicate with you beyond its 
  general status (undamaged, light damage, heavy 
  damage, broken) and the status of its latest task 
  (underway, completed, abandoned, or impossible), but
  as long as it's within 100 feet, you always know these 
  things about it. You can peek through its senses as for 
  the find familiar spell (Player's Handbook, p. 240), 
  using clunky goggles, provided it's within range. If 
  you give it a task which takes it out of range, you 
  know only which direction it's in, and whether or not 
  it has been destroyed, until it gets back into range.
  The familiar has no initiative or decision-making 
  powers of its own, so you must provide it with clear 
  and specific instructions as to what you want it to do. 
  It can't communicate with anyone but you (though it 
  can deliver letters for you, etc.), nor follow any 
  directions requiring independent judgment or 
  initiative; encountering such a situation will cause it to
  sit motionless until given an instruction it understands,
  or return to you after an hour or more elapses. You can
  program it with basic sequences of tasks, enabling it 
  to perform more complex services with a single 
  command (“messenger,” “scout,” “spy,” etc.). If it gets
  lost and can't hear your instructions, it will seek you 
  out by moving toward you as directly as possible, 
  changing direction only to try to get around obstacles 
  or avoid hostile creatures.
  You can switch your familiar off and stow it along 
  with your other gear (it weighs 10 lb.), if it's in the 
  same space as you at the start of your turn. Deploying 
  it or putting it away requires a Use an Object action, 
  after which the familiar either appears in your space, 
  or disappears from your space into your pack. It can 
  act normally on the turn it was deployed.
  If reduced to 0 hit points, the familiar is broken, 
  though you can attempt repairs normally (p. 65). If a 
  familiar is totally destroyed or lost, you can build a 
  replacement with a week of downtime. You may not 
  have more than one clockwork familiar at the same 
  time; if you build a second while you still have the 
  first, the original becomes inactive as the elemental 
  spirit moves to the new mechanical body you have 
  built.
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  Mechanical Warrior
  Mechanical Warrior
  Upon reaching 7th level, you finish constructing a 
  Medium-sized mechanical servitor, which is capable 
  of aiding you in combat and other rudimentary 
  adventuring tasks. The construct has a generally 
  humanoid appearance, but is clearly artificial and 
  mechanical. Use the stats for a mechanical warrior 
  (p. 100), but add your proficiency bonus to the 
  construct's AC, attack rolls (but not damage), and 
  Strength and Constitution saving throws. Its 
  maximum hit points are equal to the number in the stat
  block, or four times your engineer level, whichever is 
  higher. 
  Communication and control of the construct are 
  identical to the clockwork familiar above, save that 
  you can't use your headset to look through the 
  warrior's senses. A mechanical warrior can be 
  switched off and carried as gear, though it weighs 200 
  lb, and takes a full minute to pack or unpack. You can 
  have both a clockwork familiar and a mechanical 
  warrior, but you can't have more than one of either.
  Automaton Gadgetry
  Automaton Gadgetry
  By 10th level, your technical mastery is such that you 
  can build a gadget into one of your automata. The 
  gadget must be chosen from the lists of Weapon, 
  Defensive and Movement, or Iron Brute Gadgets (the 
  latter only for a mechanical warrior), and you must 
  meet all other listed requirements. If the gadget 
  requires a charge to activate, the automaton can use 
  the ability once, before you must reset the gadget over
  a short or long rest.
  Upon reaching 15th level, you can add a gadget to 
  the other automaton, or a second gadget to the 
  previously enhanced automaton.
  Expanded Menagerie
  Expanded Menagerie
  Beginning at 14th level, you have one extra charge for
  your gadgets, added to the number for your level on 
  the Engineer table. At 18th level, this increases to two 
  extra charges. These charges are expended and 
  recovered as for the normal charges granted by your 
  engineer level.
  Superior Machinery
  Superior Machinery
  When you achieve 17th level, your mastery in the 
  creation of mechanical automata is unmatched. Your 
  clockwork familiar increases its Dexterity and 
  Constitution by 4 each, and your mechanical 
  companion increases its Strength and Constitution by 
  4 each. Re-figure their hit points based on their new 
  Constitution values and the listed hit dice. Both also 
  increase their Armor Class by 1.
  Iron Brute
  Iron Brute
  You tinker with a suit of state-of-the-art powered 
  armor for use in your adventures. Your armor is a size 
  larger than you (Large for a Medium engineer, 
  Medium for a Small one), with an engine to power it, 
  and hydraulics and gears to lift the weight of the 
  armor as well as enhance your own strength. The arms
  feature mount-points for your favorite weapons, and 
  as you increase your engineer level and tinker with 
  your creation, you add more potent defensive and 
  offensive features.
  Iron Gadgeteer
  Iron Gadgeteer
  When you select this specialty at 3rd level, you gain 
  proficiency with mechanic's tools. If you're already 
  proficient with them, you may choose another tool 
  proficiency from the engineer class options, above.
  You also add the gadgets from the Iron Brute list to
  the auxiliary gadgets that you may choose from, any 
  time you gain a new gadget or trade one of your 
  existing gadgets for a new one.
  Powered Armor
  Powered Armor
  Also at 3rd level, you complete the first prototype of a
  suit of powered armor. This suit acts as heavy armor, 
  using the stats on p. 51, though you are proficient with
  it even if you lack Heavy Armor proficiency. While 
  wearing it, you have Armor Class 16 (your Dexterity 
  modifier provides no benefit). As long as the suit has 
  power, its weight doesn't count as encumbrance, and 
  there is no minimum Strength requirement – though it 
  does impose disadvantage on Dexterity (Stealth) rolls.
  Instead, your Strength is increased by 2 (more at 
  higher levels) while wearing the armor.
  You can mount weapons (gadgets or ordinary) to 
  the arms, removing the Heavy property and giving 
  advantage on rolls to resist disarming. It takes a short 
  rest to switch mounted weapons, and as long to don or
  doff as other heavy armor. If the DM allows layering 
  armor (p. 50), you can wear a single suit of light 
  armor under your powered armor, for a +1 to AC – 
  and the further benefit of having some kind of armor 
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  on when you don't feel like clomping around in your 
  Iron Brute.
  If the unit loses power (enters a dead magic area or 
  antimagic field, or is successfully targeted with a 
  dispel magic spell against DC 10 + your Gadget 
  Effect Level), the armor becomes inert – it still 
  provides the same AC, but it no longer grants a bonus 
  to strength, and its full 100 lb. weight is added to your
  encumbrance. Like your other gadgets, your armor 
  doesn't work for other users.
  As you increase your engineer level, you make 
  various upgrades to your armor, giving it the 
  following improved stats at the levels specified.
  Iron Brute Upgrades
  Iron Brute Upgrades
  Engineer
  Engineer
  Level
  Level
  Strength
  Strength
  Increase
  Increase
  Armor
  Armor
  Class
  Class
  Walking
  Walking
  Speed
  Speed
  3rd
  +2
  16
  +0 ft
  7th
  +3
  17
  +0 ft
  10th
  +4
  18
  +5 ft
  14th
  +5
  19
  +5 ft
  17th
  +6
  20
  +10 ft
  Toxin Filters
  Toxin Filters
  Starting at 7th level, you have filtered your powered 
  armor against airborne and other toxins. As long as 
  you are wearing your armor, you have advantage on 
  all saving throws against inhaled and contact poisons, 
  including spells such as stinking cloud, cloudkill, 
  green dragon breath, etc. You also have resistance to 
  poison damage from these sources, as long as you 
  have your armor on.
  Energy Shielding
  Energy Shielding
  When you reach 10th level, your armor gives you 
  resistance to one of the following kinds of damage, 
  chosen when you gain this ability: acid, cold, fire, 
  force, lightning, or thunder. You can choose to change 
  the kind of damage that you are protected from, 
  whenever you complete a short or long rest.
  Upon reaching 14th level, any time you change 
  your energy shielding, you may choose two of the 
  above damage types to shield yourself from.
  Damage Control
  Damage Control
  At 14th level, you finish an overhaul of your armor 
  which helps to dissipate and absorb damage when you
  are hit. While wearing your armor, you have 
  resistance to all bludgeoning, piercing, and slashing 
  damage.
  Heavy Weapon Mount
  Heavy Weapon Mount
  Beginning at 17th level, your powered armor is strong
  enough to mount one of the exotic firearms in 
  Chapter 6, even if your Strength isn't sufficient. This 
  weapon takes up one of your weapon gadget slots, and
  benefits from any relevant weapon enhancements. You
  also gain proficiency with such weapons at this level.
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  Tech Adept
  Tech Adept
  You have taken up the emerging study of machine-
  magic, blending your technical expertise with the 
  arcane arts. Unlike wizards of the technomancy 
  school, your mundane technical skills form the basis 
  of your abilities, enhanced by your wizardly dabbling.
  The spells that you learn focus on interacting with 
  technology.
  Arcane Gadgeteer
  Arcane Gadgeteer
  When you select this specialty at 3rd level, you gain 
  proficiency with alchemist's supplies. If you're already
  proficient with them, you may choose another tool 
  proficiency from the engineer class options, above.
  Spellcasting
  Spellcasting
  Also beginning at 3rd level, you can learn and cast 
  spells from a specialized list (see Chapter 7).
  Cantrips. You learn the charm machine and 
  mending cantrips, and one more of your choice from 
  the tech adept spell list. You learn an additional 
  cantrip from the list when you reach 10th level.
  Spell Slots. Use the Eldritch Knight Spellcasting 
  table (Player's Handbook, p. 75) to determine the 
  number of spell slots that you have to cast your known
  spells of 1st level and higher. You abide by all the 
  normal spellcasting rules, and regain all expended 
  spell slots after a long rest.
  Spells Known of 1st-Level and Higher. You learn 
  three 1st-level spells from the tech adept list in 
  Chapter 7. Use the Spells Known column of the 
  Eldritch Knight Spellcasting table to determine when 
  you learn new spells from the tech adept spell list; you
  can only learn spells of a level for which you have at 
  least one spell slot. Whenever you gain an engineer 
  level, you may replace one of your known spells with 
  another from the tech adept list, provided you have a 
  spell slot of that level. Your gadget loadout acts as 
  your arcane focus and/or component pouch.
  Spellcasting Ability. Intelligence is the spellcasting
  ability for your tech adept spells. Your Intelligence 
  modifier helps determine the saving throw DC and 
  attack roll modifier, exactly as for an eldritch knight.
  Ranged Engineering
  Ranged Engineering
  Starting at 7th level, you can focus your tech magic on
  devices that you can't reach physically. Any tech adept
  cantrip or spell you cast which normally has a range 
  of “touch,” gains a range of 30 feet, as long as the 
  target is a non-living object or machine. This range 
  increases to 60 feet when you reach 14th level.
  Awaken Machines
  Awaken Machines
  Upon reaching 10th level, you can cast animate 
  objects or animate junk without expending a spell slot.
  The spell takes effect as if cast using a spell slot equal 
  to your Effect Level. Once you have used this ability, 
  you can't use it again until after you have completed a 
  short or long rest.
  Ranged Swift Kick
  Ranged Swift Kick
  Beginning at 14th level, you can use your Swift Kick 
  engineer ability at a range of up to 60 feet, provided 
  that you can see the device you are trying to kick. You
  do not gain additional uses of the ability, only 
  increased range.
  Machine Whisperer
  Machine Whisperer
  Starting when you reach 17th level, you are always 
  under the effects of a speak with machines spell 
  (p. 76), without ever expending a spell slot or needing 
  components.
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  Gadgets
  Gadgets
  If a gadget lists any prerequisites, you must meet them
  before you can acquire that gadget. Any time you gain
  a level in the class that gave you the ability to choose 
  gadgets, you may exchange a gadget that you have for
  another for which you qualify.
  You can use your gadgets as long as you have 
  unrestricted access to your gadget loadout (p. 33); if 
  you are captured and disarmed, or otherwise give up 
  your equipment, this includes your gadgets. Gadgets 
  that create effects which simulate spells don't require 
  the normal material components, but only access to 
  your loadout. Any time they allow a saving throw, the 
  DC is (8 + your Dex mod + your proficiency bonus).
  Upgrades: Some gadgets gain additional or 
  improved features when you reach certain levels in the
  class that granted you the gadget. These are listed as 
  upgrades, under the gadget description.
  Weapon Gadgets, Melee
  Weapon Gadgets, Melee
  These gadgets are swung or thrust in the same manner
  as other melee weapons. What makes them gadgets is 
  the nature of the business end – whirling saw-blades, 
  crackling blades of flame, or humming shock coils. 
  They don't consume charges or have limited uses, but 
  can be used as long as you have your gadget loadout.
  Buzz-Blade
  Buzz-Blade
  An axe-like weapon with a spinning toothed blade in 
  place of the axe head, wielded in two hands like a 
  greataxe, but never considered heavy for the engineer 
  who built it. If you choose the Iron Brute engineering 
  specialty, you can wield the blade with one hand when
  mounted to your powered armor. In any case, a hit 
  inflicts 1d10 slashing damage.
  Upgrades: Damage increases based on your level: 
  2d6 when you reach 5th level; 2d8 when you reach 
  11th level; and 2d10 when you reach 17th level.
  Flame Blade
  Flame Blade
  Prerequisite: 5th level
  A one-handed device which projects a tightly-focused 
  “blade” of hissing fire, like a sword-length blowtorch. 
  The device is connected by hose to a backpack tank, 
  which provides alchemical fuel. The blade inflicts 2d6
  fire damage on a hit, and the attack and damage 
  modifiers always come from your Dexterity score 
  rather than Strength. The flames ignite flammable 
  object which aren't in the possession of a creature.
  Upgrades: Damage increases as you gain levels; 
  2d8 when you reach 11th level; and 2d10 when you 
  reach 17th level.
  Hydraulic Hammer
  Hydraulic Hammer
  A hammer-like weapon with a pressure-triggered 
  hydraulic piston to increase impact, wielded in two 
  hands like a maul, but never considered heavy for the 
  engineer who built it. If you choose the Iron Brute 
  engineering specialty, you can wield the hammer with 
  one hand when mounted to your powered armor. A hit 
  inflicts 1d10 bludgeoning damage.
  Upgrades: Damage increases based on your level: 
  2d6 when you reach 5th level; 2d8 when you reach 
  11th level; and 2d10 when you reach 17th level.
  Shock Coil
  Shock Coil
  A tightly-coiled bundle of wires at the end of a short 
  prod, the whole thing about the size of a mace or 
  cudgel, but usually thrust instead of swung. If the 
  wires make contact with a creature, they administer a 
  powerful shock, inflicting 1d8 lightning damage to the
  victim. This requires a normal melee attack, but the 
  attack and damage modifiers always come from your 
  Dexterity score rather than Strength. A creature who 
  takes damage from a shock coil can't take reactions 
  until the start of its next turn.
  Upgrades: Damage increases based on your level: 
  1d10 when you reach 5th level; 2d6 when you reach 
  11th level; and 2d8 when you reach 17th level. 
  Weapon Gadgets, Ranged
  Weapon Gadgets, Ranged
  Most of these gadgets are unmistakably gun-like in 
  appearance and function, though clearly not ordinary 
  guns – hoses, dials, switches, and coils protrude at odd
  angles. Energy weapons don't require charges or fuel, 
  only that you have access to your gadget loadout, 
  though the machine gun does require the appropriate 
  kind of bullets. All of them are two-handed weapons; 
  you add your Dexterity modifier and proficiency 
  bonus to your attack rolls with ranged weapon 
  gadgets, but not to damage.
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  Chain Whip
  Chain Whip
  A length of chain lashes out at a target up to 30 feet 
  away, inflicting 1d6 bludgeoning damage on a hit, and
  it you desire, pulling a Large or smaller creature up to 
  10 feet closer to you.
  Upgrades: Damage increases to 2d6 when you 
  reach 5th level, 3d6 when you reach 11th level, and 
  4d6 when you reach 17th level.
  Flame Gun
  Flame Gun
  Launches a small ball of flame at enemies; effects are 
  as for the fire bolt cantrip.
  Frost Ray
  Frost Ray
  Projects an icy beam of heat-sapping energy; effects 
  are as for the ray of frost cantrip.
  Lightning Gun
  Lightning Gun
  Prerequisite: 5th level
  Creates an electrical arc directed at the target, which 
  has a range of 60 feet, and inflicts 2d8 lightning 
  damage on a hit. A creature who takes damage from a 
  lightning gun can't take reactions until the start of its 
  next turn.
  Upgrades: Damage increases to 3d8 when you 
  reach 11th level, and 4d8 at 17th level.
  Machine Gun
  Machine Gun
  Prerequisite: 11th level
  A firearm modified for automatic fire, including a 
  vastly increased ammo capacity. Use the stats for a 
  saddle gun, but double damage when using auto fire 
  (4d8 piecing damage for a failed saving throw, normal
  range 150), but add the auto fire property (p. 54), and 
  increase the weapon's shots to 50. Unlike the exotic 
  firearms from Chapter 6, you can select single shot or 
  auto fire; auto fire expends 10 shots. 
  Upgrades: When you reach 17th level, you 
  upgrade your machine gun to fire full-sized rifle 
  bullets (4d10 on failed save, normal range 200).
  Aux Gadgets: Weapon 
  Aux Gadgets: Weapon 
  Enhancements
  Enhancements
  These auxiliary gadgets affect the function of one or 
  more weapon gadgets, which you must have in order 
  to benefit from the enhancement.
  Arcing Bolt
  Arcing Bolt
  Prerequisite: Lightning gun gadget, 5th level
  You can use your lightning gun to cast the lightning 
  arrow spell, by expending 1 of your gadget charges.
  Upgrades: When you reach 11th level, you can 
  choose to cast chain lightning instead when you 
  activate this gadget.
  Belt-Fed Ammo
  Belt-Fed Ammo
  Prerequisite: Machine gun gadget, 11th level
  Your machine gun no longer has a “shots” statistic; it 
  doesn't require reloading as long as you have ammo 
  for it.
  Chain-Sword
  Chain-Sword
  Prerequisite: Buzz-blade gadget, 5th level
  Your buzz-blade gadget scores a critical hit on a 
  natural attack roll of 19-20.
  Upgrades: When you reach 15th level, your buzz-
  blade scores a critical hit on a natural attack roll of 18-
  20.
  Fiery Blast
  Fiery Blast
  Prerequisite: Flame gun gadget, 5th level
  You can use your flame gun to cast the fireball spell, 
  by expending 1 of your gadget charges.
  Freezing Blast
  Freezing Blast
  Prerequisite: Frost ray gadget, 9th level
  You can use your frost ray to cast the cone of cold 
  spell, by expending 1 of your gadget charges.
  Spring-Blade
  Spring-Blade
  Prerequisite: Buzz-blade gadget
  Your buzz-blade gains the reach weapon property.
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  Supercharged Capacitor
  Supercharged Capacitor
  Prerequisites: Lightning gun or shock coil gadget
  Your lightning gun and/or shock coil gadgets get +1 to
  damage per die.
  Superheated Igniter
  Superheated Igniter
  Prerequisites: Flame blade or flame gun gadget
  Your flame blade and/or flame gun gadgets get +1 to 
  damage per die.
  Targeting System
  Targeting System
  You gain the ability to cast the true strike cantrip at 
  will.
  Upgrades: Beginning at 9th level, any time you use
  your action to activate this gadget, you can make an 
  attack with one of your weapon gadgets as a bonus 
  action at the end of your turn.
  Aux Gadgets: Defensive and 
  Aux Gadgets: Defensive and 
  Utility
  Utility
  These auxiliary gadgets provide you with capabilities 
  other than attacks – primarily defenses, movement, 
  and vision-related abilities.
  Ballistic Screen
  Ballistic Screen
  Prerequisite: 5th level
  You can cast protection from bullets (p. 74) on 
  yourself, by expending one of your gadget charges. 
  While active, you are bulletproof (p. 88) – all damage 
  from bullets is cut in ¼ (round down).
  Eldritch Negation Field
  Eldritch Negation Field
  Prerequisite: 15th level
  You can cast antimagic field on yourself, by 
  expending one of your gadget charges.
  Energy Screen
  Energy Screen
  Prerequisite: 5th level
  You can cast protection from energy on yourself, by 
  expending one of your gadget charges.
  Gravity Adjustment Belt
  Gravity Adjustment Belt
  Prerequisite: 9th level
  You can cast levitate on yourself at will, without 
  expending a charge.
  Head-Lamp
  Head-Lamp
  A device of yours, most often a helmet-mounted lamp,
  can produce a continual flame spell on command.
  Low-Light Goggles
  Low-Light Goggles
  Your goggles grant you darkvision out to 60 feet, or if 
  you have it already, your range increases by 60 feet.
  Magnetic Field Harness
  Magnetic Field Harness
  You can cast mage armor on yourself at will, without 
  expending a charge.
  Parachute System
  Parachute System
  You can cast feather fall on yourself at will, without 
  expending a charge.
  Tangler Gun
  Tangler Gun
  You can launch a blob of sticky goo which explodes 
  into an effect identical to the web spell, by expending 
  one of your gadget charges.
  Tracer Round
  Tracer Round
  You can fire a white-hot glowing projectile at an 
  enemy, creating an effect identical to the guiding bolt 
  spell, by expending one of your gadget charges.
  Visual Distortion Field
  Visual Distortion Field
  Prerequisite: 3rd level
  You can create a bubble of light-bending magnetic 
  waves around you, with an effect identical to a blur 
  spell, by expending one of your gadget charges.
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  Aux Gadgets: Clockwork 
  Aux Gadgets: Clockwork 
  Menagerie
  Menagerie
  These gadgets are only available to engineers who 
  have chosen the Clockwork Menagerie engineering 
  specialty. They focus on small single-purpose 
  mechanical servitors, which can be deployed to create 
  various effects.
  Firefly
  Firefly
  Prerequisite: 13th level
  As an action on your turn, you can expend 1 gadget 
  charge and release a large mechanical firefly, whose 
  abdomen is a glowing glass sphere. It flies (speed 80 
  feet) to a point you have designated that is within 150 
  feet of you. When it reaches the designated point, it 
  lands (or hovers, if there isn't a place to land) and 
  waits for one of three things to happen. First, you can 
  command it to detonate as a free action at any time, as
  long as you are within 150 feet of it. Second, you can 
  instruct it to wait any amount of time up to 10 
  minutes, at the end of which it detonates. Third, if 
  anyone makes a successful attack against the firefly 
  (AC 16), including to grab it or swat it out of the air, it
  detonates – regardless of whether any damage is 
  actually inflicted. When the firefly detonates, it 
  creates a 20-foot-radius sphere of flame, inflicting 
  12d6 fire damage to all creatures caught in the area of 
  effect. A successful Dexterity saving throw halves this
  damage.
  Upgrades: If your gadget effect level is 8th, 
  damage is 13d6; if it's 9th, damage is 14d6.
  Bombfly
  Bombfly
  A generous DM may allow a clockwork 
  engineer to swap out the firefly gadget's standard
  payload with some kind of eldritch grenade 
  (p. 79) or similar item that he has on hand, or 
  another area effect that could be useful to deliver 
  at a distance and on command. If this is allowed, 
  the engineer need only spend a short or long rest
  tinkering with the firefly and the grenade. Once 
  the modification is made, it takes another short or
  long rest to switch it again.
  Intrusion Prevention
  Intrusion Prevention
  Prerequisite: 5th level
  You can expend 1 gadget charge and spend 5 minutes 
  setting up a perimeter around an area no larger than 20
  feet radius or 30 feet square, usually a small room or 
  campsite. Once the perimeter is up, whenever a Tiny 
  or larger creatures enters the area, an alarm sounds, 
  and the creature must succeed at a Dexterity saving 
  throw or take 2d4 piercing damage from small traps 
  that you set as part of the perimeter. In the case of 
  multiple intruders, there are traps equal to two times 
  your gadget Effect Level, and each intruder triggers 
  one on the way in, until there are none left.
  Upgrades: When you reach 11th level, the traps 
  inflict 3d4 piercing damage each; at 17th level, they 
  inflict 4d4 piercing each.
  Spy-Fly
  Spy-Fly
  Prerequisite: 7th level
  As an action on your turn, you can expend 1 gadget 
  charge and release a large fly with a glass lens in place
  of a head. Although obviously mechanical if 
  examined, it appears to casual observation to be a 
  normal (if big) housefly; it has a Stealth score of +6, 
  and AC 15 if attacked (a single point of damage is 
  enough to destroy it). It flies according to your 
  directions, at a speed of 40 feet, and has darkvision 
  out to 60 feet. You can switch your vision to see 
  through its lens, as for a clockwork familiar (p. 99). 
  The fly lasts for an hour or until destroyed, whereupon
  it falls apart.
  Slicing Swarm
  Slicing Swarm
  As an action on your turn, you can expend 1 gadget 
  charge and release a swarm of small, sharp, flying 
  whirligigs, which fill an area as for the cloud of 
  daggers spell. They last for 1 minute, or until one or 
  more area effects inflict at least 20 points of damage 
  (of any kind) in the same area they inhabit, whereupon
  they crumble into bits of junk.
  Upgrades: The swarm's resilience increases as your
  gadget effect level increases; they have 10 hit points 
  times your effect level, but can only be damaged by 
  area effects. When you reach 11th level, the flying 
  blades can create an effect equivalent to the blade 
  barrier spell instead if you choose.
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  Trap-Springers
  Trap-Springers
  Prerequisite: 5th level
  As an action on your turn, you can expend 1 gadget 
  charge and release a swarm of small mechanical bugs,
  which scour the way ahead for traps. They skitter and 
  bounce down the hall, searching for pressure plates, 
  trip wires, false floors, trap doors, etc., triggering all 
  magical and mechanical traps within their area of 
  effect. One-shot traps are expended and therefor 
  disabled; traps which reset themselves or have 
  multiple shots are merely revealed to those who can 
  see their effects.
  The area that the bugs search is based on your 
  gadget effect level: a single hall or room up to 20 feet 
  square times effect level, or equivalent area. Many of 
  the bugs will perish in the process of triggering traps, 
  the rest fall apart at the end of their frantic search, 
  which takes 30 seconds.
  Aux Gadgets: Iron Brute
  Aux Gadgets: Iron Brute
  These gadgets are only available to engineers who 
  have chosen the Iron Brute engineering specialty. 
  They focus on enhancements and added capabilities 
  for your powered armor, and can only be used while 
  you are wearing it.
  Energy Aura
  Energy Aura
  Prerequisite: 7th level
  You can cast fire shield on yourself, by expending one
  of your gadget charges.
  Hydraulic Exoskeleton
  Hydraulic Exoskeleton
  Prerequisite: 9th level
  You can cast enhance ability (bull's strength) on 
  yourself at will, without expending a charge.
  Noxious Exhaust
  Noxious Exhaust
  Prerequisite: 5th level
  You can cast stinking cloud, by expending one of your
  gadget charges.
  Oil-Slick System
  Oil-Slick System
  Prerequisite: 7th level
  You can cast grease at will, without expending a 
  charge.
  Spring-Assist Legs
  Spring-Assist Legs
  You can cast jump on yourself at will, without 
  expending a charge.
  Stride Extenders
  Stride Extenders
  You can cast longstrider on yourself at will, without 
  expending a charge.
  Multiclass Engineer
  Multiclass Engineer
  If the DM allows multiclassing (Player's Handbook, p. 163), the multiclass engineer has the following 
  characteristics.
  Prerequisite: Intelligence 13
  Proficiencies: Light armor, simple weapons (Æther Age), Technology skill, and choose one tool 
  proficiency from the class list
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  5. Backgrounds, Feats, and Skills
  5. Backgrounds, Feats, and Skills
  The traits in this chapter are particular to the rules and
  archetypes of the Æther Age, and are available at the 
  DM's discretion.
  Backgrounds
  Backgrounds
  These new backgrounds are most appropriate for the 
  new Æther Age archetypes in Chapter 3.
  Detective
  Detective
  You worked as a police inspector, private consulting 
  detective, or perhaps a paranormal investigator. As a 
  result, you have honed your powers of observation 
  and deduction, and trained with the tools of gathering 
  evidence in criminal investigations. This is generally 
  an urban vocation, and you're likely to have spent time
  rubbing shoulders with cops and crooks alike in your 
  day.
  Skill Proficiencies: Investigation, Insight
  Tool Proficiencies: Detective's kit
  Equipment: Detective's kit, common clothes, a 
  pouch containing 15 gp
  Feature: Friend on the Force
  Feature: Friend on the Force
  You have a contact in a local law enforcement 
  organization – the Constabulary, the City Watch, etc. 
  This contact can help you in matters that involve 
  criminal investigations, though he won't as a rule 
  break any laws or regulations that might get him in 
  trouble. He might be able to get you out of minor legal
  trouble, as long as you play nice while in custody, and
  don't press your luck too often.
  If you're actually on the force, this person 
  represents someone outside your normal chain of 
  command, a “friend in records” or “ex-partner from 
  downtown” who's willing to give you an unofficial 
  hand on cases you're working.
  Suggested Characteristics
  Suggested Characteristics
  Often gruff and cynical, sometimes cold and analytic, 
  generally observant and insightful … and almost 
  always inquisitive, methodical, and obsessive when it 
  comes to an open investigation. If desired, use the 
  characteristics for the soldier background (Player's 
  Handbook, p. 140).
  Doctor
  Doctor
  You were a professional physician or surgeon, 
  practicing the modern arts of medicine. You might 
  have been a field medic in the army, worked at a 
  hospital in a large city, or taken up with an eccentric 
  consulting detective who draws you into adventures 
  whenever he's engaged to solve a mysterious death or 
  or crime. Whatever the case, your companions will no 
  doubt appreciate your skills when things go badly.
  Skill Proficiencies: Medicine, Persuasion
  Tool Proficiencies: Doctor's bag
  Equipment: Doctor's bag, upper-class clothes, a 
  pouch containing 15 gp
  Feature: Physician's Word
  Feature: Physician's Word
  People who know that you're a doctor will take your 
  word very seriously, particularly in matters of illness 
  and health. But even more generally, if you identify 
  yourself convincingly as a doctor and speak 
  authoritatively, it's easy to get many folks to go along 
  with what you say – even if it's nonsense. You have 
  advantage on Deception or Persuasion rolls where 
  being a doctor makes you seem like an authority, even
  if you really aren't.
  Suggested Characteristics
  Suggested Characteristics
  Doctors run a broad spectrum of personality types – 
  from the folksy country doctor who knows every 
  patient personally, to the coldly analytic surgeon 
  whose macabre theories cross into ethical nightmares 
  when he begins experimentation on live subjects. The 
  characteristics of the sage background (Player's 
  Handbook, p. 138) can fill in the details.
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  Gambler
  Gambler
  Professional or habitual, you've made a living at 
  gambling – and all too often, conning, bluffing, and 
  hustling. You're a natural read of body language, with 
  a stone cold poker face of your own, and you know 
  every game from Amnian Five-Card to Zhentish 
  billiards.
  Skill Proficiencies: Deception, Insight
  Tool Proficiencies: All kinds of gaming sets
  Languages: One of your choice
  Equipment: One kind of gaming set, upper-class 
  clothes, a pouch containing 10 gp
  Feature: Lucky Stiff
  Feature: Lucky Stiff
  Whether by natural luck or something else, you excel 
  at games of chance. Any time you're using a gaming 
  set with which you're proficient (all kinds in the 
  Player's Handbook, and any other that the DM rules 
  you know), you have advantage on all rolls – 
  including Deception for bluffing, Insight for reading 
  bluffs, Sleight of Hand for outright cheating, etc.
  Suggested Characteristics
  Suggested Characteristics
  Gamblers are the very picture of footloose and fancy 
  free. Often drifters, outrunning old debts and spurned 
  lovers, always seeking the Big Score – whatever that 
  may be. Adventuring might equally for the gambler be
  thrill-seeking or treasure-hunting, but seldom anything
  like “crusading for justice.” If desired, use the 
  characteristics for the charlatan or criminal 
  background (Player's Handbook, pp. 128-129).
  Inventor
  Inventor
  You worked at the forefront of technical innovation, 
  whether as a researcher at an engineering school or as 
  a lone entrepreneur (or crackpot) with your own 
  workshop. You spent your days designing prototypes 
  and carrying out experiments, or just as likely, 
  assisting professors and senior scientists in such tasks.
  Now, whether to fund your latest project or to test 
  your newest invention, you have emerged from your 
  workshop in search of adventure.
  Skill Proficiencies: Arcana, Technology
  Tool Proficiencies: Alchemist's supplies
  Equipment: Alchemist's supplies, a technical 
  notebook, a set of work clothes, a pouch 
  containing 10 gp
  Feature: Fringe Associations
  Feature: Fringe Associations
  In the course of your research and development on the
  cutting edge of science and technology, you have 
  made contacts and acquaintances in all manner of 
  strange places. From the university workshops of 
  esteemed academic friends to the black markets of 
  stolen prototypes and forbidden tech, you have a 
  network of associations that can help you to track 
  down obscure technical treatises and rare components 
  – and incidentally, to fence or otherwise dispose of 
  tech that was obtained by less than legal means. You 
  have advantage on Arcana rolls to research obscure 
  metaphysical theories, Technology rolls to track down
  rare prototypes, and similar tasks. You can also use 
  Arcana or Technology in place of other skills when 
  trying to negotiate the purchase or sale of such goods.
  Suggested Characteristics
  Suggested Characteristics
  Traditionally eccentric, inventors have a reputation as 
  brilliant but often socially awkward. Their general 
  preoccupation with their work tends to be off-putting 
  to folks who don't share their obsession, and making 
  matters worse, many are habitually reclusive. If 
  desired, you can use the characteristics for a sage 
  (Player's Handbook, p. 138) to flesh out your 
  inventor's personality.
  Spy (Variant)
  Spy (Variant)
  You might work for a government, a secret society, or 
  a criminal syndicate, but your trade is in secrets and 
  lies. You specialize in infiltration and intelligence 
  gathering, which you use in the service of your 
  employer – or perhaps several employers, pitting one 
  against another, ultimately in service to no one but 
  yourself.
  Skill Proficiencies: Deception, Investigation
  Tool Proficiencies: Disguise kit, forgery kit
  Equipment: Disguise kit, a set of forged 
  credentials, a set of ordinary clothes, a pouch 
  containing 15 gp
  Feature: False Identity
  Feature: False Identity
  As for the charlatan background (Player's Handbook, 
  p. 128), you have a fully-documented second identity, 
  which you can use in pursuit of espionage, adventure, 
  or crime.
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  Suggested Characteristics
  Suggested Characteristics
  Habitually secretive, but paradoxically genial, the 
  “average spy” (if such a thing exists) is a study in 
  contradictions. When under cover, everything a spy 
  says is a lie at some level, so deception is second 
  nature. If desired, use the characteristics for the 
  charlatan background.
  Street Thug
  Street Thug
  You grew up in the bad part of town, and took your 
  lumps on the mean streets. You've learned to navigate 
  those mean streets as a native, with survival skills no 
  less impressive than the most rugged outlander. Even 
  in a strange city, you know the ins and outs of the 
  urban jungle and its seedier elements.
  Weapon Proficiency: Club
  Skill Proficiencies: Intimidate, Streetwise
  Tool Proficiencies: One kind of gaming set
  Equipment: Poor clothes, a pouch containing 10 
  gp
  Feature: Street Cred
  Feature: Street Cred
  In any city you've lived in for more than a year, you 
  have a reputation among the dregs and droogs. The 
  specifics of this rep depend on your exploits and 
  interactions – from “ruthless bastard, but good as his 
  word” to “always sticks up for the little guy” – but 
  they tend to give you the edge in dealing with the 
  denizens of the street. You have advantage on 
  Intimidate rolls to get information from a snitch, 
  Streetwise rolls to track down a black market 
  connection, and similar interactions with the seedy 
  underbelly.
  Suggested Characteristics
  Suggested Characteristics
  Street thugs universally have a gruff and imposing 
  demeanor, the open question is whether that conceals 
  a heart of gold or a cold blooded killer. Generally 
  more likely to pepper their language with salty slang 
  than three-syllable words, even the smartest tend to 
  have lower-class accents and manners, which set them
  apart from “ladies and gentlemen of culture.” If 
  desired, use the characteristics for the criminal 
  background (Player's Handbook, pp. 129).
  Technician
  Technician
  You were a technical professional, who produced, 
  sold, and/or repaired some kind of Æther Age 
  technology for a living. You might have been a private
  businessman, or you may have worked for a large 
  technological concern, a wealthy industrialist, or even 
  a national military. Your technical skills come not 
  from some musty treatise or ivory tower laboratory, 
  but from experience in the world, working with 
  machines day in and day out. For whatever reason, 
  you have decided to strike out on your own, and ply 
  your considerable skills to adventuring.
  Skill Proficiencies: Perception, Technology.
  Tool Proficiencies: Choose one of clockmaker's 
  tools, gunsmith's tools, or mechanic's tools.
  Equipment: A tool-kit of the kind that you are 
  proficient with, a set of work clothes, a pouch 
  containing 10 gp.
  Feature: Professional Contacts
  Feature: Professional Contacts
  You have a professional reputation in any place that 
  you have done significant work as an engineer, 
  mechanic, or technician. You're acquainted with 
  various people in the community through your work, 
  including customers, colleagues, co-workers, and 
  rivals. The details of your relationships and past 
  interactions are a matter to work out with the DM, but 
  assuming that you plied your trade honestly and in 
  good faith, your reputation and associations are 
  generally positive. Particularly if you maintain some 
  kind of business even in the midst of your adventures, 
  you're generally seen as a respectable member of the 
  community. You have working relationships with the 
  merchants and craftsmen who sell the parts you need, 
  with individuals and businesses who have contracted 
  your services before, and so on. Any time you're 
  conducting repairs or attempting to craft goods 
  appropriate to your profession, you can reduce all 
  associated costs by 5%.
  Suggested Characteristics
  Suggested Characteristics
  Technicians share the methodical and obsessive nature
  of the inventor, and some of the social awkwardness, 
  though they tend to be a little more worldly than their 
  reclusive counterparts. If desired, use the 
  characteristics for a Guild Artisan (Player's 
  Handbook, p. 133).
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  Feats
  Feats
  If the DM allows feats, most of those in the Player's 
  Handbook (pp. 165-170) are well suited for an Æther 
  Age campaign. In particular, Sharpshooter is useful 
  for gun-fighters, while Skilled and Weapon Master 
  allow any character to gain proficiency in the new 
  skills, tools, and weapons from this guide.
  The following new feats are specific to Æther Age 
  rules and gear.
  Custom Gizmo
  Custom Gizmo
  Prerequisite: Not an engineer, or any other 
  class/archetype which gains gadgets as a feature
  Somehow you have acquired a useful gadget, 
  customized and adapted for you by a tech-savvy 
  acquaintance. You may choose a single gadget from 
  the engineer's Melee Weapon, Ranged Weapon, or 
  Defensive and Utility Gadget lists. Your character 
  level must be at least high enough to meet any listed 
  prerequisites; you can't choose a gadget that has 
  another gadget as a prerequisite. You are proficient 
  with your gadget; if it normally requires a gadget 
  charge to activate, you may use it once, and then you 
  must complete a short or long rest before you can use 
  it again. If the gadget has upgrades available at higher 
  levels, it gains them when your character level reaches
  the listed values.
  Powered Armor Proficiency
  Powered Armor Proficiency
  If the DM allows a non-engineer character to 
  use powered armor (pp. 51), the character must 
  take the Custom Gizmo feat for the armor. In this 
  case, taking the feat does not provide the armor 
  … you must loot, purchase, or otherwise acquire 
  it by your own devices. The armor does not 
  benefit from any of the normal improvements that 
  an Iron Brute's armor gains at higher levels, 
  though the DM may allow you to use additional 
  feats to improve it.
  Gunslinger
  Gunslinger
  Prerequisites: Proficient with light or heavy revolvers
  You have honed your reflexes in dusty frontier towns 
  or rough waterfront bars, any place where disputes are
  settled with hot lead fired from the hip. You gain a 
  number of advantages when using pistols with which 
  you are proficient.
  • You gain a +1 bonus to attack rolls with all pistols
  and revolvers with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't 
  impose disadvantage on your attack rolls with a 
  pistol.
  • As long as you're not holding anything else, you 
  can draw or stow one or two pistols in hip 
  holsters as a free action.
  • As long as you have a loaded pistol in a hip 
  holster, you gain +2 on initiative rolls.
  Photographer
  Photographer
  You've studied the art and science of photography.
  • Increase your Intelligence or Wisdom score (your
  choice) by 1, to a maximum of 20.
  • You gain proficiency with normal and spy 
  cameras (p. 58). If you are already proficient 
  with it, you add double your proficiency bonus 
  to checks you make with it.
  • In addition to taking and developing pictures, you
  know how to alter and fake them in the 
  development process, as well as how to spot 
  such chicanery in other photographs. You can 
  make an Intelligence-based tool proficiency 
  check to remove elements from a photograph, or
  add elements from another; or a Wisdom-based 
  check to catch such alterations in a photograph 
  you're examining.
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  Rifleman
  Rifleman
  Prerequisite: Proficient with rifles, saddle guns, or 
  shotguns
  You're practiced with longarms of all kinds, whether 
  from military training or game hunting. You can fire 
  from shoulder or hip, but your weapon of choice is 
  best when you brace and aim. You gain the following 
  benefits when using a longarm with which you are 
  proficient.
  • You gain a +1 bonus to attack rolls with 
  longarms, or +2 when they are braced.
  • When you score a critical hit or reduce a creature 
  to 0 hp with a longarm attack, you can make a 
  bonus attack on your turn, with the same 
  longarm, against another target who is in a line 
  with you and the original target. This attack 
  does not expend additional ammo; it's a through-
  and-through shot, with the original bullet.
  • If you use an action to aim a braced longarm at a 
  specific target, you gain advantage on all attacks
  with that gun on that target, until (a) you lose 
  sight of the target, the target leaves your 
  weapon's range, or goes behind total cover; or 
  (b) you move, aim or fire at another target, or 
  take any action other than aiming or firing that 
  longarm at that target.
  Transporter
  Transporter
  You've learned how to drive, helm, and pilot most 
  modern vehicles.
  • You gain proficiency in all Æther Age air, land, 
  and water vehicles.
  • When piloting a vehicle with which you are 
  proficient, you may add twice your proficiency 
  bonus to Strength and Dexterity saving throws 
  you roll for the vehicle (see p. 60).
  • When piloting a vehicle with which you are 
  proficient, any time you take a Dash, Disengage,
  or Dodge action using the vehicle, you may 
  make one bonus Attack on your turn. The attack 
  must be made with a one-handed weapon; if it's 
  a melee attack, your vehicle must pass within 
  your weapon's reach of the target. If it's a ranged
  attack, the target must be roughly in front of 
  you, more in the direction that your vehicle is 
  moving than behind you. In either case, you 
  must be able to see the target, and have a 
  window or porthole to attack through.
  Skills
  Skills
  The new skills below are generally relevant to an 
  Æther Age campaign, though they can easily be used 
  in other campaigns that focus on technology, city 
  adventuring, or dungeon-plunging.
  Intelligence
  Intelligence
  Academic and rigorous intellectual pursuits fall under 
  the umbrella of the Intelligence score.
  Technology. Intelligence (Technology) checks can 
  be used to recall or analyze technological principles 
  and practices, examine and evaluate technical devices 
  and systems, decipher schematics, etc. This skill also 
  covers modern scientific and techno-mystical theories 
  as they relate to practical technology, picking up 
  where the ancient lore of Arcana leaves off.
  Wisdom
  Wisdom
  Instinct and intuition are the province of the Wisdom 
  score, needed to survive the dangers of the city and 
  dungeon alike.
  Dungeoneer. Wisdom (Dungeoneer) checks are 
  used in any place where a Survival check might be 
  useful – avoiding dangers, finding safe shelter, 
  reading the markings or trails of denizens, etc. – but 
  the character is in caves, dungeons, or the Underdark. 
  Most underground natives have this skill instead of 
  Survival.
  Streetwise. Wisdom (Streetwise) checks replace 
  Survival in the city – identifying dangerous areas or 
  gang turf, finding lodging (or a safe place to squat), 
  and navigating the various hazards of urban life. City 
  dwellers, from street folk to beat cops to taxi coach 
  drivers, rely on this skill to stay alive on the mean 
  streets.
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  6. Equipment
  6. Equipment
  Adventurers and explorers will want the highest-
  quality and most advanced gear that they can get their 
  hands on. The Æther Age equipment in this chapter is 
  available in any city that the DM deems to be large 
  enough. All equipment from the Player's Handbook is
  likewise widely available, at the listed costs – unless 
  updated by the material here (as in the case of some 
  Adventuring Gear, p. 56) or the DM.
  Starting Equipment
  Starting Equipment
  Starting wealth and equipment are handled exactly as 
  for an ordinary game, save that characters who select 
  the Æther Age version of their class weapon 
  proficiencies may purchase their starting equipment 
  from this chapter. Characters who have the 
  standard/archaic weapon proficiencies (either by 
  choice, racial preference, or because their class has no
  modern option) are stuck with the weapons from the 
  Player's Handbook; at the DM's option, such 
  characters may also be prohibited from starting play 
  with other Æther Age equipment from this chapter, 
  though they may still acquire such items normally as 
  the game progresses.
  Armor
  Armor
  Little has changed about personal armor over the 
  centuries, save for the steady progress of materials 
  and techniques used in its manufacture. All of the 
  standard armor types from the Player's Handbook are 
  available normally in the Age of Æther, joined by a 
  few advanced options made possible by modern 
  technology. Excepting Powered Armor (p. 51), the 
  new armor types below are included in the standard 
  armor proficiencies.
  Light Armor
  Light Armor
  Light armor in the Æther Age is most often that which
  can be worn with ordinary clothes, and without 
  drawing unwanted attention in civilized areas. At the 
  DM's option, the light armor from the Player's 
  Handbook may also be fashioned in such a way as to 
  appear as ordinary clothing – a leather jacket, a 
  tailored suit or uniform with padded armor stitched in,
  and so on. This doesn't change any of the properties of
  the armor, other than any addition costs for fine 
  materials or skilled tailors involved in its crafting.
  Armored Waistcoat. Light overlapping plates 
  and/or very finely woven mail are sewn into the lining
  of a waistcoat, jacket, or bodice, so that they can be 
  worn with ordinary clothes, without being visible. 
  Such armor usually only covers the torso and back, 
  and can be located in a search of the wearer's person.
  Heavy Longcoat. A leather duster, trenchcoat, or 
  possibly a heavy workshop smock, usually at least 
  knee-length. Although this garment is obvious to 
  casual observation, it may be considered normal attire 
  in circumstances that warrant it – a heavy engineer's 
  apron while working, a longcoat in wintertime, etc.
  Layering Armor
  Layering Armor
  “I want to wear a heavy longcoat over my brigandine armor, and I have an armored waistcoat on under all 
  that … what's my AC?”
  With the advent of light armor that can be worn as (or under) clothing, players aren't out of line to ask 
  about layering armor. Given the deadliness of firearms (especially at lower levels), and the reduced role of 
  shields in Æther Age combat (see Bullets and Shields, p. 51), it isn't unreasonable to allow it – within limits.
  The quick and dirty rule is that a single suit of light armor can be worn with another suit of any kind, and 
  the resulting AC is +1 over the better AC of the two armor types. (More layers slow the wearer down enough 
  to cancel any further benefits.) The layers should make sense … an armored waistcoat or suit of padded 
  armor can be worn under most medium or heavy armor, and a heavy longcoat can be worn over just about 
  anything other than powered armor.
  The wearer suffers from any drawbacks of either suit (Dex mod cap, Stealth disadvantage, etc.), and must
  carry the combined weight of both. Magical armor grants all of its normal benefits when layered, though if 
  both suits grant a magical bonus to AC, use only the higher value.
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  Medium Armor
  Medium Armor
  Modern armoring techniques have made available 
  new kinds of armor that are lighter and more mobile 
  than old world designs, while offering the same or 
  greater protection … all at a steep cost, of course.
  Field Jacket. A heavy trenchcoat of reinforced 
  leather, common battle dress for rank and file 
  infantrymen. Small metal strips can be riveted on for 
  added protection, but they clank then the wearer 
  moves.
  Cuirass. Interlocking steel plates riveted between 
  layers of cloth and leather allow for greater flexibility 
  and greater protection at the same time. Sometimes 
  called a heavy field jacket, and widely used by 
  professional soldiers who can afford it, a modern 
  cuirass covers the same areas as a breastplate, plus 
  often the throat, waist, and pelvis. It weighs about the 
  same as a breastplate, but offers better protection.
  Brigandine. Based on the same layered plate-and-
  fabric construction as a cuirass, but covering more of 
  the body. Weighs about as much as half plate, but 
  provides more protection of joints and vulnerable 
  spots. Common among military officers who 
  anticipate being the thick of battle.
  Heavy Armor
  Heavy Armor
  Still the pinnacle of personal protection, heavy armor 
  is bulkier, noisier, and more costly than lesser types. 
  It's generally the province of those seasoned 
  professional warriors who can afford it.
  Advanced Plate. Using the most advanced 
  armoring techniques, the entire body is covered with 
  overlapping and articulated plates. Weighs less, 
  protects more – and costs a lot more – than old 
  fashioned plate armor.
  Powered Armor. An oversized suit of armor fitted 
  with an elemental engine and a system of hydraulics, 
  to enhance the wearer's Strength. Far too expensive to 
  build and maintain for most militaries, even the basic 
  model (listed) of these loud and bulky suits are as rare
  as moderately-powerful magical items. They are seen 
  most often in use by eccentric inventors (who greatly 
  build upon the basic model), and exceptionally 
  wealthy mercenary or military units – who often like 
  the imposing image of powered armor, as much as the 
  armor itself. See pp. 37-38 for additional rules on 
  powered armor; if the DM allows non-engineers to 
  wear it, they must acquire proficiency via feat (p. 48).
  Bullets and Shields
  Bullets and Shields
  Shields don't show up much in the Æther Age, even in the hands of professional warriors and adventurers.
  This is at least in part because bullets are difficult to block with a shield – they move too fast for you to bring a
  shield around after the attack has been made. The best you can hope for is that simply holding the shield has
  provided you with some extra cover.
  At the DM's option, this can be reflected by cutting the AC bonus from shields in half against firearm 
  attacks, including any magical bonuses from an enchanted shield. In most cases, this will simply mean that 
  creatures whose AC reflects the use of a shield have -1 to AC against firearms.
  Æther Age Armor
  Æther Age Armor
   Armor
   Armor
  Cost
  Cost
  AC
  AC
  Strength
  Strength
  Stealth
  Stealth
  Weight
  Weight
   Light Armor
    Armored Waistcoat
  75 gp
  12 + Dex modifier
  --
  --
  8 lb.
    Heavy Longcoat
  50 gp
  12 + Dex modifier
  --
  --
  10 lb.
   Medium Armor
    Field Jacket
  55 gp
  13 + Dex mod (max 2)
  --
  --
  15 lb.
    Field Jacket, Plated
  75 gp
  14 + Dex mod (max 2)
  --
  Disadvantage
  25 lb.
    Cuirass
  900 gp
  15 + Dex mod (max 2)
  --
  --
  20 lb.
    Brigandine
  1,500 gp
  16 + Dex mod (max 2)
  --
  Disadvantage
  40 lb.
   Heavy Armor
    Powered Armor
  5,000 gp
  16
  Str +2
  Disadvantage
  (100 lb.)
    Advanced Plate
  3,000 gp
  19
  Str 13
  Disadvantage
  55 lb.
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  Weapons
  Weapons
  Perhaps one of the most immediate changes to the 
  lives of adventurers is the availability of deadly new 
  weapons, which have changed the face of combat in 
  the Age of Æther. Both deadlier than a sword and 
  easier to use, the gun is quickly becoming the weapon 
  of choice throughout the civilized world (and beyond).
  Although the weapons of the ancient world still see 
  use, particularly among those who expect to face 
  bulletproof monsters (p. 88), many less-common 
  weapons have faded from use in civilized lands.
  Weapon Proficiency
  Weapon Proficiency
  Weapon proficiencies function exactly as they do in 
  any other campaign, save that the weapons covered by
  each kind of proficiency are different in the Æther 
  Age. Most character classes may choose between the 
  new Æther Age weapon lists below, and the 
  standard/archaic lists from the Player's Handbook. 
  Once this choice is made at character creation, it 
  cannot be changed, although most characters may 
  acquire proficiency with new weapons in play (e.g. by
  multi-classing, or taking the Weapon Master feat).
  Simple Weapons (Æther Age)
  Simple Weapons (Æther Age)
  In addition to the simple firearms in the Æther Age 
  Weapons table, Æther Age simple weapon proficiency
  includes the following weapons from the Player's 
  Handbook: clubs, daggers, greatclub, handaxes, light 
  hammers, maces, quarterstaffs, and darts.
  Martial Weapons (Æther Age)
  Martial Weapons (Æther Age)
  Along with the grenades and martial firearms in the 
  Æther Age Weapons tables below, Æther Age martial 
  weapon proficiency includes the following weapons 
  from the Player's Handbook: battleaxes, greataxes, 
  greatswords, javelins, longswords, mauls, 
  morningstars, rapiers, scimitars, shortswords, spears 
  (including bayonets), warhammers, light crossbows, 
  and shortbows.
  Archaic and Exotic Weapons
  Archaic and Exotic Weapons
  Any weapon from the Player's Handbook that doesn't 
  appear in either the simple or martial weapons lists 
  above has fallen from common use. This means it's 
  harder to obtain, and may be rarer in many treasure 
  finds (though delving into ancient monster-haunted 
  ruins is a good way to find surviving specimens). This
  doesn't stop some warriors, particularly those who 
  come from distant lands or secluded monasteries, 
  from learning their use.
  Firearms
  Firearms
  Æther Age firearms use the same rules as other such 
  weapons (Dungeon Master's Guide, pp. 267-268), 
  with a few options and additions as noted below.
  Noise. Firearms are loud! Gunfire is likely to bring 
  nearby authorities, onlookers, monsters, or whoever is
  around to investigate – the more gunfire, the more 
  likely (and probably hostile) the response. The DM 
  may decide that even a single shot triggers nearby or 
  random encounters in the area; certainly in a town or 
  city, it will attract attention. This can lead to 
  encounters with the local law, street gangs, or others 
  who don't appreciate gunfights in their neighborhood.
  Firearms in Melee. Firing guns in melee has the 
  same problems as any ranged attack in close combat 
  (Player's Handbook, p. 195), but pistol-whipping or 
  rifle-butting an enemy is a normal melee attack. Such 
  an attack inflicts 1d4 bludgeoning damage for a pistol 
  (done with one hand), or 1d6 with a longarm (requires
  two hands). If you're proficient with a firearm, you're 
  also proficient when using it in this way.
  Bayonets. A rifle can be affixed with a specially-
  fitted dagger that protrudes from beneath the barrel. 
  With fixed bayonet, a rifle can be used in melee as a 
  two-handed spear, inflicting 1d8 piercing damage. It 
  can't be effectively thrown, nor wielded in one hand. 
  A bayonet costs 3 gp, and has stats identical to a 
  dagger when not affixed to a rifle. Dwarven soldiers 
  often have a special bayonet that allows the rifle to be 
  used as a battleaxe (in two hands), inflicting 1d10 
  slashing damage. Unlike a regular bayonet, the axe 
  blade can't be removed; it adds 10 gp to the cost of the
  rifle, and 3 lbs to its weight.
  Dart Guns. A dart gun isn't a true firearm, but uses 
  some kind of spring-loaded or pressurized air 
  mechanism to launch specially-designed darts, which 
  can be loaded to deliver poison (Dungeon Master's 
  Guide, pp. 257-258). Dart guns aren't loud like actual 
  firearm. Note that regular (thrown) darts can't be shot 
  from a dart gun, and gun darts can't be thrown.
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  Derringers. Small pistols made to escape detection 
  when stowed, derringers impose disadvantage on 
  Perception and other rolls to find them hidden on the 
  owner's person.
  Silver and Magic Bullets. Particularly if using the 
  rules for bulletproof monsters (p. 88), adventurers and
  monster slayers will want a way for their guns to harm
  creatures that are normally impervious. Silver bullets 
  use the same rules as silver weapons (Player's 
  Handbook, p. 148), and bullets can be enchanted 
  exactly as other types of ammunition can (Dungeon 
  Master's Guide, pp. 150 & 152). See Chapter 7 for 
  some kinds of magic bullets.
  Exotic Firearms
  Exotic Firearms
  Some experimental or heavy firearms are rare enough 
  that even professional warriors don't commonly train 
  in their use. A character wanting proficiency in any of 
  the following weapons must acquire it through a feat 
  like Weapon Master, or a class feature.
  Dragon Rifle. Although more likely to enrage than 
  kill a full-grown dragon, the so-called dragon rifle is 
  the ultimate in big-game firepower. Too heavy for all 
  but the strongest riflemen to fire from the shoulder, it's
  most often aimed and fired from a prone (i.e. braced) 
  position, ideally far enough away that a target who 
  survives the first shot can't get to you before you can 
  reload and fire a second.
  Machine Guns. Using a rotating multi-barrel 
  mechanism, machine guns spray an area with bullets. 
  Most often mounted – on a vehicle, in a bunker, etc. – 
  they are more commonly seen on the battlefield than 
  in the hands of adventurers. Fed with a long belt of 
  bullets rather than a magazine, they use the rules for 
  burst fire rather than making individual attacks.
  Alchemical Siphon. Using a sprayer connected by 
  hose to a tank full of some kind of harmful alchemical
  (or chemical) substance, this weapon projects damage 
  of the appropriate kind over an area. The most 
  common substances are acid, alchemist's fire, poison, 
  and an intensely cold fluid often called “frostbite.” 
  Each individual siphon is specially designed to hold 
  and spray one kind of alchemical weapon, and cannot 
  be used with other kinds.
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  Weapon Properties
  Weapon Properties
  Firearms have several new properties, as well as some
  old standards from the Player's Handbook.
  Ammunition. All firearms have the Ammunition 
  property. Each kind of gun has its own ammunition, 
  which can't be used with any other kind of firearm. All
  kinds of ammo for simple and martial firearms cost 1 
  gp/12 bullets, weighing 2 lbs. Unlike arrows and 
  crossbow bolts, used firearm ammunition cannot be 
  recovered or reused after battle – though spent shell-
  casings can be collected, for -10% on crafting costs 
  when making the same kind of ammo.
  For area weapons, shots are carried and used as 
  belts or tanks; the Shots statistic reflects the number 
  of times the weapon can be used to fire a burst, before
  a new belt or tank must be connected. Each full reload
  (not each shot) for such a weapon costs 20 gp and 
  weighs 20 lbs; reloading always takes a full turn 
  action.
  Auto Fire. Certain exotic firearms don't make a 
  single attack against a specific target, but instead fill 
  an area with bullets, fire, or other damaging effects. 
  The attack affects a 10 ft. square area, inflicting the 
  listed damage on creature caught within the area if 
  they fail a Dexterity saving throw (DC 8 + attacker's 
  Dex modifier + attacker's proficiency bonus), or half 
  if they succeed.
  Most Æther Age machine guns aren't capable of 
  firing single shots, only of auto fire. The number of 
  shots listed in the table indicates how many bursts 
  each weapon can fire before needing a reload. Using 
  burst fire isn't a normal Attack action, but more like 
  casting a spell; no matter how many extra attacks a 
  character is normally entitled to, only one burst can be
  fired on a given turn, and the shooter can't make any 
  other attacks that turn.
  Double-barrel. A breach-loading firearm (usually a
  shotgun) with two parallel barrels. The barrels can be 
  fired separately, each requiring an Attack action, at the
  same target or different ones. They can also be fired at
  the same time, expending both shots, and allowing an 
  immediate and identical bonus attack with the 
  weapon, against the same target as the original attack.
  Light. Like other light weapons, light firearms are 
  ideal for dual-weapon attacks. This includes most 
  pistols, though a heavy revolver is considered light 
  only for characters with Strength of 13 or higher.
  Longarm. Longarms are two-handed firearms, 
  which can be shot from the hip or shoulder (a normal 
  ranged attack), or they can be braced. Bracing doesn't 
  require an action, but instead effectively replaces your
  movement for that turn. You can't do it if you've 
  moved already this turn, and you can't move on a turn 
  in which you braced your weapon. Bracing removes 
  the Heavy property if the weapon has it, and also 
  cancels the disadvantage on attacks between normal 
  and long range. You remain braced until you move; 
  once you take a move on your turn, you are no longer 
  braced until you spend a turn bracing again.
  Mount. Mounted firearms are specialized or 
  vehicular weapons, too large for an ordinary person to
  carry around or wield effectively in combat. They 
  must always be braced to be capable of making 
  attacks, and most are mounted permanently to a 
  combat vehicle (hence the name of this property). If a 
  Strength value is listed, characters with a Strength 
  equal or higher than the listed value can wield it 
  without bracing (though they gain the regular benefits 
  of bracing if they do). For such a character, the 
  weapon loses the mount property, and gains the heavy 
  and longarm properties.
  Range. All firearms are ranged weapons, with the 
  ranges listed in the table.
  Shots. All firearms have the reload property (see 
  Dungeon Master's Guide, p. 267), requiring an action 
  or bonus action (wielder's choice) to reload with the 
  proper kind of ammunition, after making the number 
  of shots listed in the table.
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  Æther Age Weapons – Guns
  Æther Age Weapons – Guns
   Name
   Name
  Cost
  Cost
  Damage
  Damage
  Weight
  Weight
  Range
  Range
  Shots
  Shots Properties
  Properties
   Simple Firearms
     Dart Gun
  10 gp
  1d4 piercing
  1 lb.
  40/120
  4
  Light
     Derringer
  15 gp
  2d4 piercing
  1 lb.
  50/200
  2
  Double-barrel, light
     Revolver, Light
  25 gp
  2d6 piercing
  2 lb.
  80/240
  6
  Light
     Shotgun, Light
  30 gp
  3d4 piercing
  5 lb.
  50/100
  2
  Double-barrel, longarm
   Martial Firearms
     Revolver, Heavy
  40 gp
  2d8 piercing
  3 lb.
  100/300
  6
  (Light, Str 13+)
     Rifle
  75 gp
  2d10 piercing
  7 lb.
  200/800
  6
  Heavy, longarm
     Saddle Gun
  60 gp
  2d8 piercing
  6 lb.
  150/600
  6
  Longarm
     Shotgun, Heavy
  60 gp
  5d4 piercing
  7 lb.
  100/200
  2
  Double-barrel, heavy, 
  longarm
   Exotic Firearms
     Dragon Rifle
  750 gp
  6d12 piercing
  50 lb.
  400/1200
  1
  Mount (Str 16)
     Machine Carbine 1500 gp
  5d6 piercing
  60 lb.
  80
  4
  Auto fire, mount (Str 16)
     Machine Gun
  3000 gp
  5d8 piercing
  120 lb.
  100
  6
  Auto fire, mount (Str 20)
     Alchemical
        Siphon
  3000 gp 5d6 acid, cold,
  fire, or poison
  120 lb.
  40
  6
  Auto fire, mount (Str 20)
  Æther Age Weapons – Grenades
  Æther Age Weapons – Grenades
   Name
   Name
  Cost
  Cost
  Damage
  Damage
  Weight
  Weight
  Range
  Range
  Area
  Area Properties
  Properties
   Dynamite, stick
  10 gp
  3d6 bludgeon
  1 lb.
  60
  5 ft
  Dex save DC 12
   Dynamite, bundle
  50 gp
  10d6 bludgeon
  5 lb.
  60
  15 ft
  Dex save DC 15
   Grenade
  20 gp
  5d6 bludgeon
  1 lb.
  60
  20 ft
  Dex save DC 15
   Grenade, fire
  20 gp
  5d6 fire
  1 lb.
  60
  20 ft
  Dex save DC 15
   Grenade, smoke
  20 gp
  --
  1 lb.
  60
  20 ft
  Darkness
   Powder keg (240 bullets)
  50 gp
  7d6 fire
  20 lb.
  -
  10 ft
  Dex save DC 12
  Bombs and Grenades
  Bombs and Grenades
  Æther Age explosives function as others do (Dungeon
  Master's Guide, pp. 267-268), with the following 
  additional options.
  Fuses. Dynamite and powder kegs are detonated 
  by fuse, which can be cut to whatever length is 
  desired, usually long enough to burn for 1-5 rounds 
  (6-30 seconds) before detonation. If you have a source
  of ignition (match, lit cigar, ignition cantrip, etc.), 
  lighting the fuse is a bonus action.
  Time Bombs. Any kind of explosive can be set on a
  timed trigger, with a clock counting down to the 
  detonation, up to 12 hours after being set. Add 10 gp 
  to the cost.
  Defusing Bombs. A character with the appropriate 
  tools can disarm a bomb by rolling an Intelligence-
  based check for clockmaker's, gunsmith's, or thieves' 
  tool. The DC is 12 for a normal fuse, or 10 + trap-
  maker's Intelligence + Proficiency bonus. (If 
  unknown, assume 15.) Failure to disarm results in the 
  bomb exploding immediately.
  A normal fuse can be cut with a bladed weapon, by 
  rolling vs. AC 13. 
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  Adventuring Gear
  Adventuring Gear
  Adventurers tend to need the same kinds of gear they 
  always have – ropes, crowbars, light sources, 
  containers to carry loot, and so on. All of the gear 
  from the Player's Handbook can still be found, as well
  as the following. Where existing items are shown with
  new prices in the table below, the prices are the result 
  of advances in technology and availability.
  Alarm Clock. A table clock fitted with a bell, 
  which can be set to go off when the clock reaches a 
  specific time, within 12 hours of being set.
  Bandoleer. A leather chest belt with a row of small 
  loops, made to carry up to 24 bullets for easy access.
  Breathing Mask. A padded cloth mask that fits 
  over the nose and mouth. Wearing it obscures your 
  facial features (disadvantage on others' rolls to 
  identify you), and gives advantage on Constitution 
  saving throws against inhaled hazards, such as smog 
  (p. 11), stinking cloud spells, troglodyte stench, etc.
  Compass. Indicates magnetic north, giving 
  advantage on Wisdom (Dungeoneer, Streetwise, or 
  Survival) rolls to navigate.
  Field Glasses. Like a spyglass, but adjustable to 
  magnify view by two to five times.
  Flare Gun. Fires a brightly-burning projectile up 
  to 200 feet. Can be fired into the air as a signal, or 
  fired into a dark area to provide temporary 
  illumination. As a light source, the flare casts bright 
  light in a15-foot radius and dim light for another 30 
  feet, but only lasts 1d4 rounds (6-24 seconds) before 
  burning out. As a weapon, is uses the stats of a 
  derringer, but carries only a single shot (it's not 
  double-barreled), and inflicts 2d4 fire damage on a hit.
  Flare reloads cost and weigh the same as bullets.
  Grapnel Gun. Fires a grappling hook up to 100 
  feet, which trails (silk) rope from a spool. Takes a full 
  minute of cranking to re-spool the rope and reset the 
  launch mechanism. If fired directly at a creature, a hit 
  inflicts 1d4 bludgeoning damage, and Medium or 
  smaller creatures must make a DC 12 Strength saving 
  throw to avoid being knocked over.
  Gun Belt. A belt made specifically for one or two 
  hip holsters, each for a light or heavy revolver. 
  Includes looped slots for 24 bullets, as a bandoleer.
  Holster, Shoulder. A holster for a light or heavy 
  revolver, worn on a special rig that hangs under the 
  armpit. If the whole rig is worn under a jacket, 
  Perception rolls to spot the gun visually are made at 
  disadvantage. Any competent body search will find 
  the weapon, however.
  Matches. Waterproof, strike-anywhere, creates a 
  tiny fire that lasts for 12 seconds (2 rounds). The fire 
  isn't large enough to cause damage, but can ignite one 
  flammable object (candle, lamp, campfire kindling, 
  etc.) within reach per round. Pack of 20 matches.
  Pocket Watch. Tells time and fits handily in a 
  pocket. More expensive ones can be status symbols.
  Strongbox. Small metal chest (4 cubic feet / 100 
  pounds of gear) that locks to protect the contents. The 
  standard lock is DC 15 to pick; the box is AC 19 and 
  has 16 hit points. The truly paranoid might add a trap.
  Telescope. A much larger version of a spyglass, 
  which magnifies the view by 10 to 100 times.
  Trick Cane, Hollow. What looks like an ordinary 
  gentleman's walking cane can be unscrewed to reveal 
  a hollow core, which can be used to store anything 
  that can fit into a 1-inch wide by 3-foot long cylinder. 
  Such things won't be found in a search unless the 
  searcher has a reason to check the cane.
  Trick Cane, Weapon. A trick cane fitted with a 
  dagger, rapier, or derringer pistol. Requires an action 
  or bonus action (wielder's choice) to convert from a 
  cane to a weapon or vice versa. You buy this as part of
  the weapon, adding 10 gp to its cost.
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  Minor Marvels
  Minor Marvels
  Although powerful enchanted objects remain as rare 
  as the arch-wizards and legendary beings who forge 
  and ensorcel them, lesser magical and techno-magical 
  devices are becoming more and more common. At the 
  DM's option, common and uncommon magic items 
  that don't require attunement might be found in the 
  shops or markets of a large enough city; the most 
  common are listed in the Æther Age Adventuring Gear
  table. Prices will vary by availability.
  Potions, Oils, and Ointments
  Potions, Oils, and Ointments
   Potion
   Potion
  Cost
  Cost
   Animal friendship
  25 gp
   Climbing
  10 gp
   Growth
  50 gp
   Healing
  10 gp
   Healing, greater
  50 gp
   Resistance
  50 gp
   Water breathing
  25 gp
  Æther Age Adventuring Gear
  Æther Age Adventuring Gear
   Item
   Item
  Cost
  Cost
  Weight
  Weight
   Item
   Item
  Cost
  Cost
  Weight
  Weight
   Alarm Clock
  10 gp
  1 lb.
   Grapnel gun
  25 gp
  5 lb.
   Bag of holding†
  100 gp
  1 lb.
   Gun belt
  5 gp
  2 lb.
   Bandoleer
  2 gp
  1 lb.
   Holster, shoulder
  5 gp
  2 lb.
   Breathing mask
  10 gp
  --
   Immovable rod†
  50 gp
  2 lb.
   Compass
  25 gp
  --
   Magnifying glass
  5 gp
  --
   Driftglobe†
  25 gp
  1 lb.
   Matches
  1 gp
  --
   Elemental breather*
  250 gp
  1 lb.
   Pocket watch
  20 gp
  --
   Ethereal compass*
  250 gp
  --
   Rope of climbing†
  150 gp
  5 lb.
   Ethereal goggles*
  500 gp
  1 lb.
   Sending stones†
  200 gp
  --
   Ethereal receiver*
  250 gp
  5 lb.
   Spirit camera*
  250 gp
  10 lb.
   Eyes of minute seeing†
  150 gp
  1 lb.
   Spyglass
  10 gp
  1 lb.
   Field glasses
  50 gp
  2 lb.
   Strongbox
  50 gp
  25 lb.
   Flare gun
  20 gp
  1 lb.
   Telescope
  500 gp
  10 lb.
   Gem of brightness†
  150 gp
  --
   Trick cane, hollow
  10 gp
  3 lb.
   Goggles of night†
  150 gp
  1 lb.
  * New magic item from Chapter 7, p. 78.
  † Magic item from the Dungeon Master's Guide, pp. 150-214.
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  Tools
  Tools
  Most of the tools from the Player's Handbook (p. 154)
  are still in common use, and are available at the listed 
  costs. Except where noted, the tools below function 
  like other tools in the hands of a proficient user.
  Alchemist's Supplies. Alchemy is essential to 
  many modern technologies, covering much of what 
  would be considered “chemistry” in a non-magical 
  world. For adventurers, some of the most important 
  alchemical products are gunpowder and explosives, 
  each of which can be manufactured with an 
  alchemist's kit and the proper ingredients, using the 
  standard crafting rules.
  Camera. Boxy contraption with a lens on one side, 
  and a viewfinder and shutter mechanism on the other. 
  Takes 10 pictures with a single roll of film, which 
  must be developed in order to view the pictures. 
  Ability checks are needed to take good pictures – 
  Intelligence-based rolls to get pictures which capture 
  important information, Wisdom-based rolls to take 
  aesthetically pleasing photographs. Development 
  requires a darkroom equipped with the proper 
  chemicals, costing 1 gp per roll as a professional 
  service in town, or 1 sp per roll for the chemicals if 
  you have your own darkroom. Replacement film is 1 
  gp per roll. Proficiency in the camera includes skill 
  with darkrooms and development.
  Detective's Kit. A collection of tools for the 
  detection and analysis of clues, including magnifying 
  glass, powders and compounds to help detect residues 
  and trace evidence, and so on. The kit gives advantage
  to Investigation skill checks to find clues, and allows a
  proficient user to roll an Intelligence-based tool check 
  to conduct forensic analysis of the evidence collected. 
  Proper use of the kit can help not only to find answers 
  that aren't obvious to unassisted investigation, but to 
  prepare the evidence for use in legal proceedings.
  Doctor's Bag. A modern field kit for the practice of
  the Medicine skill – sterile bandages, scalpels, 
  stethoscope, etc. A doctor's bag can function as a 
  healer's kit, and gives advantage to normal uses of the 
  Medicine skill. Combined with the Medicine skill, 
  proficiency with the doctor's bag allows you to 
  attempt to treat lingering diseases, poisons, or other 
  health maladies that don't simply result in lost hit 
  points (ability drain, wounding effects, etc.), or 
  otherwise go away automatically. Roll an Intelligence-
  based tool check against a DC equal to the effect's 
  normal saving throw DC, over the course of a long 
  rest. If you succeed, your patient has advantage on 
  any future ability checks or saving throws to resist the 
  effects of the malady; you can treat two patients per 
  long rest. You can also conduct postmortem 
  examinations (Intelligence-based roll to determine 
  cause and circumstances of death), and similar tasks.
  Spy Camera. Like a regular camera above, but 
  smaller and easier to hide. Investigation and 
  Perception checks to find a spy camera on someone's 
  person are at disadvantage. Spy cameras use different 
  film than regular cameras; a roll of spy camera film 
  can only take 5 pictures, and costs 10 gp to purchase 
  or develop. Spy cameras do not require separate 
  proficiency, but are included with regular cameras.
  Forensic Alchemy
  Forensic Alchemy
  In the Age of Æther, alchemy is a science, or rather the practical application of a number of emerging 
  sciences. In addition to producing various chemical and alchemical substances, the theories and principles of
  alchemy can be used to conduct scientific experiments and analyses.
  However, when it comes to applied science, the supplies in a standard alchemist's set aren't always the 
  right ones for the job. Forensic analysis is the province of the detective's kit (for crime scene evidence and 
  the like), and occasionally the doctor's bag (for diagnosis, autopsies, etc.); an alchemist's kit can be used to 
  analyze alchemical substances, but doesn't include the right tools to conduct the kind of forensic analysis that
  is coming into fashion among Æther Age law enforcement.
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  Engineering Tools
  Engineering Tools
  The following tools are needed to repair or modify 
  Æther Age devices. They aren't sufficient by 
  themselves to craft modern devices; crafting requires 
  a full workshop (see below). Like artisan's tools, each 
  kind of engineering tool requires its own proficiency.
  Clockmaker's Tools. Repair small, fine machinery, 
  such as clockwork, analytic engines, locks, and 
  mechanical traps. Clockmaker's tools can be used as if
  they were thieves' tools, by a character who is 
  proficient in both kinds of tools.
  Gunsmith's Tools. Repair gunpowder weaponry, 
  including handguns, longarms, and heavy artillery. 
  Also used to manufacture bullets, bombs, and 
  grenades.
  Mechanic's Tools. Repair hydraulics and steam-
  driven machinery, such as locomotive engines, airship 
  propellers, powered armor, and war golems.
  Workshops
  Workshops
  Any kind of engineering tools (and at the DM's 
  option, artisan's tools that can be used to craft goods) 
  can be bought as a full workshop, at 100 times the 
  normal cost. (Exception: a dark room for film 
  development costs only 10 times the cost of a camera, 
  or 500 gp.) Treat this as building a stronghold 
  (Dungeon Master's Guide, p. 128), where a workshop 
  is equivalent to a guildhall.
  Crafting any kind of useful equipment (Player's 
  Handbook, p. 187) requires access to a workshop of 
  the appropriate kind. Any repairs done in a workshop 
  have advantage on any skill checks required.
  Æther Age Tools
  Æther Age Tools
   Tool
   Tool
  Cost
  Cost
  Weight
  Weight
   Camera
  50 gp
  10 lb.
   Clockmaker's tools
  50 gp
  10 lb.
   Detective's kit
  50 gp
  8 lb.
   Doctor's bag
  50 gp
  8 lb.
   Gunsmith's tools
  50 gp
  12 lb.
   Mechanic's tools
  50 gp
  15 lb.
   Spy camera
  500 gp
  2 lb.
  Vehicles
  Vehicles
  Horses are still the most common form of personal 
  transportation in most places, but there are many new 
  kinds of vehicles beginning to spread in the city. Most
  are prohibitively expensive for common folk (and 
  lower-level adventurers), but are more likely to be 
  found in the hands of wealthy groups and individuals.
  Vehicle Proficiency. Proficiency in Æther Age 
  vehicles is completely separate from the vehicles in 
  the Player's Handbook. Characters who are allowed to
  choose a vehicle proficiency can choose from the 
  following options: archaic land (riding animals and 
  drawn carriages), archaic water (rowed or sailing 
  vessels), Æther Age land, Æther Age waterborne, or 
  Æther Age airborne. Æther Age vehicles can't be 
  operated at all by non-proficient users; such attempts 
  can't even get off the ground, so to speak.
  Crew. The number of proficient operators required 
  to pilot, maneuver, and/or navigate the vehicle. This 
  assumes Small or Medium sized creatures; Large 
  creatures require one additional passenger space each.
  Passengers. The number of Small or Medium-
  sized creatures, apart from the crew, that can ride 
  comfortably in the vehicle. Large creatures take up 
  two spots each.
  Armor Class. Most Æther Age devices and 
  vehicles are made of metal, making them fairly 
  difficult to damage with ordinary attacks. Those with 
  adamantine or mithral hulls will have better than 
  normal Armor Class, but such specimens are as rare as
  legendary artifacts. If the DM allows targeting of a 
  specific vulnerable point on a larger object, use the 
  normal Object Armor Class of that kind of substance 
  (glass windows, etc).
  Hit Points. Use the Æther Age Vehicle tables for 
  most machines and vehicles. As a rule, military 
  vehicles have more hit points than standard ones. 
  Unusual specimens may have better or worse stats, at 
  the DM's discretion. The listed hit dice are for 
  purposes of collisions (p. 61) and crashes (p. 64).
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  Ability Scores. Vehicles have abilities scores based 
  mostly on their size (thought some variation is 
  possible). These ability scores mostly only come into 
  play if the vehicle is called on to make a saving throw 
  (see below) or some kind of contested roll (a creature 
  trying to stop a locomotive through sheer strength, 
  etc). Constitution also figures into the machine's hit 
  points, though not to any damage it inflicts in 
  collisions or crashes.
  Vehicle Ability Scores
  Vehicle Ability Scores
  Size
  Size
  Str
  Str
  Dex
  Dex
  Con
  Con
  Medium
  14 (+2)
  14 (+2)
  14 (+2)
  Large
  18 (+4)
  10 (+0)
  16 (+3)
  Huge
  26 (+8)
  6 (-2)
  18 (+4)
  Gargantuan 34 (+12)
  2 (-4)
  20 (+5)
  Saving Throws. Large vehicles have a more 
  complicated relationship with saving throws than do 
  ordinary objects. They are still impervious to any 
  effect that causes a saving throw other than Strength 
  or Dexterity, but as long as they are moving, they 
  don't necessarily fail all Strength and Dexterity saves. 
  For a moving vehicle, a successful Strength saving 
  throw means that the vehicle had enough momentum 
  and/or power to shrug off the effect, while a 
  successful Dexterity saving throw means that it was 
  traveling fast enough to escape the worst of the effect. 
  A Constitution saving throw may be required by 
  effects like dispel magic, shatter, or various techno-
  magical spells and effects.
  If a character is piloting a vehicle with which he is 
  proficient, he may add his proficiency bonus (but not 
  his own ability score bonuses) to saving throws that 
  the vehicles makes while he's in control and able to 
  maneuver.
  Damage Threshold. Large objects tend to be 
  resistant to small amounts of damage, which simply 
  bounce off the hull or chassis. Any attack that inflicts 
  less than the amount listed in the table below, on an 
  object of the size in question, is completely ignored 
  and not subtracted from the object's hit points.
  If a piercing or slashing attack is directed at the 
  balloon of an airship, the damage threshold is halved 
  for that attack.
  War Machines
  War Machines
  Military vehicles will generally be outfitted with 
  armor and mounted weaponry. Smaller combat 
  vehicles such as gunboats might be mounted with the 
  exotic firearms from the Æther Age Weapons table 
  (p. 55), while tanks and large naval vessels have 
  mighty cannons that fire exploding shells with effects 
  along the lines of bombs and grenades. See p. 123 for 
  sample combat stats.
  Machines & Vehicles in Combat
  Machines & Vehicles in Combat
  Vehicles can play many roles in combat, from a 
  platform (fighting atop a speeding train, or on the 
  deck of an airship) to a weapon (ramming a vehicle 
  into creatures or other vehicles). For the most part, 
  this uses the same rules as mounted combat (Player's 
  Handbook, p. 198), with the changes noted below.
  Contrary to the standard rules for objects 
  (Dungeon Master's Guide, p. 246), these rules focus 
  on complex objects such as machines and vehicles, 
  treating them as if they were a single object. Attacks 
  can still be made on specific parts of very large 
  objects, using the ordinary rules (crashing through a 
  window, targeting the engines, etc.) … it's up to the 
  DM to determine what effect such an attack has on the
  overall machine or vehicle, and anyone inside.
  Passengers. Unless an attack specifically targets 
  the pilot or passengers of a vehicle, it's assumed that 
  all of the damage is taken by the vehicle. Area effects 
  that include the vehicle can damage occupants, but 
  only if they exceed the vehicle's damage threshold, 
  and even then final damage is halved for occupants. If
  the vehicle makes a saving throw against an effect that
  allows one, or if it has resistance to the damage type 
  inflicted, the passengers take no damage.
  To target a crewman or passenger from the outside,
  the attacker must be able to see them through a 
  window or the like, and have a ranged attack capable 
  of reaching them. In this case, the target is considered 
  to have three-quarters cover, and the attack is made as 
  if it was at long range, even if it isn't.
  Actions. As when riding a trained mount, the driver
  of a vehicle uses his action to control the vehicle, 
  causing it to take the Dash, Disengage, or Dodge 
  actions, with the normal results. A vehicle can also 
  ram creatures or objects during its movement (see 
  below). Barring magic, vehicles aren't independent, 
  and thus require the driver's constant attention.
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  Speed. A vehicle seldom reaches its full cruising 
  speed in combat, unless the combat is taking place 
  aboard the vehicle. When a vehicle is involved in a 
  combat with creatures that aren't aboard that vehicle, 
  it has an effective combat speed (in feet per turn) of 
  twice its overland speed (in mph).
  Vehicles are less maneuverable than creatures, 
  particularly in combat. A Large or smaller vehicle 
  must take 3/4 of any movement it makes in a single 
  direction (i.e. forward), and the other 1/4 of its 
  movement can only be used to move at a right angle 
  to this, never backwards. Huge vehicles use the same 
  rules, but the proportions are 9/10 and 1/10; or for 
  Gargantuan vehicles, 19/20 and 1/20.
  Collisions. When a moving vehicle collides with a 
  creature, object, or another vehicle, both of them take 
  damage. A vehicle or object inflicts bludgeoning 
  damage equal to half its own hit dice, on any creature 
  or object with which it collides. A Large or smaller 
  creature inflicts collision damage equal to the hit dice 
  of a resilient object of the same size (Dungeon 
  Master's Guide, p. 247); Huge or Gargantuan 
  creatures are treated as vehicles, inflicting half their 
  own hit dice. Exceptionally massive collisions, such 
  as train wrecks, airship crashes, full-speed head-ons, 
  or diving kamikaze attacks, inflict double, triple, or 
  more damage on all involved. Glancing or lower-
  speed collisions inflict half damage.
  If collision damage results in a vehicle being 
  reduced to 0 hit points, that vehicle and its occupants 
  suffer the effects of a crash (p. 64). If a vehicle 
  survives a collision, the damage doesn't apply to crew 
  or passengers, unless the DM rules that the collision 
  occurred in such a way as to harm some or all of them
  (e.g. a kamikaze attack on the bridge or engine room).
  Ramming. Deliberately colliding with creatures or 
  vehicles in combat requires that the ramming vehicle 
  takes a Dash action, and moves twice its normal speed
  in a relatively straight line, before entering the same 
  space as the target. A target capable of Dexterity 
  saving throws can attempt one (DC 10 + ramming 
  driver's proficiency bonus) to try and leap or veer out 
  of the way, and occupants of a crashing vehicle who 
  are within a single turn's movement of an exit can 
  attempt to bail out, with DC 13 Dexterity saves. 
  Successful saving throws avoid all collision 
  damage, although anyone who bailed out of a 
  moving/crashing vehicle must deal with the 
  consequences of that (usually falling, sometimes 
  explosions; see Crashes, below). The driver can either
  attempt the vehicle's saving throw or bail out himself, 
  but not both; if he tries to bails out – successfully or 
  not – the vehicle automatically fails its saving throw.
  Falling. Leaping, falling, or being thrown from a 
  moving vehicle can be anywhere from dangerous to 
  deadly, depending on the circumstances. Falling from 
  a water vehicle usually just means falling into the 
  water. Though this may be deadly for various reasons 
  – sharks in the water, pulled under by armor, etc. – the
  fall itself generally doesn't inflict damage, as long as 
  the water is deep enough to cushion the impact.
  For a land vehicle, the danger is mostly running 
  into or landing on some kind of obstacle as you exit 
  the speeding carriage. A successful Dexterity 
  (Acrobatics) roll lands safely (DC 14); a failed roll 
  results in bludgeoning damage equal to one quarter of 
  the vehicle's speed at the time.
  Falling from an airborne vessel is generally much 
  more dangerous. For relatively small heights – an 
  ornithopter chase just above the city rooftops – treat 
  the fall as if it were from a land vehicle, but Dexterity 
  (Acrobatics) DC is 16, and damage on a failure is half 
  the vehicle's flying speed. For greater heights, the DM
  is free to assume that the fall is fatal for any creature 
  that can't fly, teleport, or otherwise save itself. In such 
  cases, it would be sporting to allow a Dexterity save 
  (DC 12 to 15) at the beginning of the fall, to grab onto
  something and save oneself from certain death.
  Æther Age Vehicles – Land
  Æther Age Vehicles – Land
  Vehicle
  Vehicle
  Cost
  Cost
  Speed
  Speed
  Size
  Size
  Crew
  Crew Pass
  Pass Cargo
  Cargo AC
  AC
  HP (HD)
  HP (HD)
  Damage
  Damage
  Thresh.
  Thresh.
   Civilian
     Bicycle
  25 gp
  10 mph Medium
  1
  1
  50 lb.
  12
  50  (10d8)
  --
     Steam carriage
  500 gp
  20 mph
  Large
  1
  5
  1/2 t.
  14
  100 (18d10)
  10
     Steam cart
  350 gp
  15 mph
  Large
  1
  1
  2 t.
  14
  100 (18d10)
  10
   Military
     Steam tank
  25,000 gp 15 mph
  Huge
  3
  3
  1 t.
  20
  400 (60d12)
  25
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  Æther Age Vehicles – Waterborne
  Æther Age Vehicles – Waterborne
  Vehicle
  Vehicle
  Cost
  Cost
  Speed
  Speed
  Size
  Size
  Crew
  Crew Pass
  Pass Cargo
  Cargo AC
  AC
  HP (HD)
  HP (HD)
  Damage
  Damage
  Thresh.
  Thresh.
   Civilian
     Freighter
   10,000 gp
  15 mph
  Garg.
  20
  20
  2,000 t. 16
  400 (38d20)
  20
     Oceanliner
   50,000 gp
  15 mph
  Garg.
  20
  60
  1,000 t.
  16
  400 (38d20)
  20
     Yacht
    5,000 gp
  20 mph
  Huge
  3
  6
  20 t.
  16
  200 (30d12)
  10
   Military
     Frigate
  100,000 gp
  15 mph
  Garg.
  20
  20
  200 t.
  18
  400 (38d20)
  20
     Gunboat
   25,000 gp
  20 mph
  Huge
  3
  3
  20 t.
  18
  300 (46d12)
  15
     Ironclad
  500,000 gp 15 mph
  Garg.
  60
  20
  1,000 t. 20
  500 (48d20)
  25
     Submersible 200,000 gp
  5 mph
  Huge
  20
  --
  20 t.
  18
  300 (46d12)
  15
  Æther Age Vehicles – Airborne
  Æther Age Vehicles – Airborne
  Vehicle
  Vehicle
  Cost
  Cost
  Speed
  Speed
  Size
  Size
  Crew
  Crew
  Pass
  Pass
  Cargo
  Cargo
  AC
  AC
  HP (HD)
  HP (HD)
  Damage
  Damage
  Thresh.
  Thresh.
   Civilian
     Ornithopter
       150 gp 15 mph
  Large
  1
  1
  50 lb.
  13
  100 (18d10)
  5
     Æther Balloon
       100 gp
  5 mph
  Large
  1
  5
  200 lb.
  12
  50  (8d10)
  --
     Freighter, flying 30,000 gp 20 mph
  Garg.
  20
  20
  2,000 t.
  15
  400 (38d20)
  10
     Skyliner
  150,000 gp 20 mph
  Garg.
  20
  60
  1,000 t.
  15
  400 (38d20)
  20
     Yacht, flying
  15,000 gp 30 mph
  Huge
  3
  6
  20 t.
  15
  200 (30d12)
  5
   Military
     Frigate, flying
  300,000 gp 20 mph
  Garg.
  20
  20
  200 t.
  17
  400 (38d20)
  15
     Gunboat, flying  75,000 gp 30 mph
  Huge
  3
  3
  20 t.
  17
  300 (46d12)
  10
     Ironclad, flying
   1.5 mil gp 20 mph
  Garg.
  60
  20
  1,000 t.
  19
  500 (48d20)
  20
  Expenses
  Expenses
  Day to day living expenses haven't changed much – 
  use the prices in the Player's Handbook (pp. 157-159),
  for lifestyle expenses, food, drink, lodging, and the 
  services listed there. In modern cities, new services 
  are available, depending on the size of the city.
  Services
  Services
  Professionals of every kind make their skills available,
  from cheap labor and muscle to esoteric magical and 
  technical expertise. For simplicity, the rates in the 
  Player's Handbook (p. 159) should generally be used, 
  with most modern professionals (accountants, l 
  assistants, etc.) counting as skilled hirelings.
  Highly-educated (or famous) professionals, such as
  academics or lawyers, may charge double, triple, or 
  more than the listed rates, depending on their 
  professional reputations, as well as the work requested
  of them. Many will ask for a large retainer when 
  hired, starting at 10 to 50 gp, for the basic services of 
  their profession – a particular research project, legal 
  representation for a small court case, etc. Larger 
  projects will require larger retainers.
  Healing. The vast majority of injuries, diseases, 
  curses, and other maladies are still cured by divine 
  magic, generally for an obligatory donation to the 
  temple – or more often these days, the church-run 
  hospital. Non-magical doctors will often work with 
  magical healers, to help diagnose and treat difficult 
  ailments. Such treatment generally costs around 
  50 gp, as for the casting of a minor spell.
  Repairs. A party who doesn't have a technically-
  inclined character, or at least no character with the 
  right tools proficiency to fix a particular piece of gear,
  may need to hire someone to perform repairs on some 
  damaged equipment. To determine the total cost for 
  parts and labor, multiply the normal cost of parts 
  (p. 65) by one and half, and cut the time required to 
  complete them in half.
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  Communications and Travel
  Communications and Travel
  Although they often take place in the background of 
  an adventure, advances in communication and travel 
  are likely to have a large impact on how adventures 
  play out. This is not only because the player 
  characters can travel quickly and safely to distant 
  lands, or dispatch messages across the world and 
  expect a reply within the day – but because virtually 
  anyone can. Individuals and armies alike can move 
  with unprecedented speed across land or sea, and 
  information spreads even more rapidly by telegram 
  and newspaper. Those who don't make full and clever 
  use of this new technology risk being outflanked by 
  more modern-thinking enemies.
  Airship, Ship, or Train. When booking long-
  distance passage on an airship, passenger train, or 
  seagoing vessel, you rent either a private cabin, or a 
  bunk/seat in the common area. (On a ship, this is often
  the steerage deck, hence the term “steerage” for low-
  cost passage). The DM will decide what consequences
  this choice has on the safety of the voyage and the 
  security of the party's belongings on any given 
  adventure. If available, luxury cabins promise greater 
  comfort and security, at a much greater cost.
  Newspapers. Where the town crier or king's herald 
  might have spread the news of the day in ages past, 
  the advent of printings presses (and resulting 
  skyrocketing of literacy rates) has made the daily 
  news into an industry. For just a copper farthing each 
  day, you can read the headlines from across the city 
  and the realm, or flip to the society pages to see if the 
  latest gossip columns have mentioned any of your 
  recent adventuring hi-jinks!
  Postal Service. More cost efficient, and often more 
  reliable, than hiring a lone messenger to brave the 
  wilds delivering your letter. Pay for the stamp and 
  drop it in the letterbox, and a professional postal 
  service will see it there, through wind and rain, sleet 
  and snow. They are still physically carrying the 
  message from one place to another, so delivery time 
  may be days or weeks. The fee is paid by the letter; 
  additional fees may apply for large packages, overseas
  or extra-planar delivery, and other special services.
  Telegram. Getting a message across the ether is 
  less a matter of the actual distance crossed, than the 
  length of the message transmitted through the relays; 
  most telegrams are the length of a short letter at most. 
  Even though the message is received more or less 
  instantly at the remote telegram station, the intended 
  recipient must still get access to it somehow. 
  Assuming they aren't waiting at the telegraph station, 
  this is usually through the city post or a private 
  messenger, meaning that the recipient will likely get 
  the message within the day.
  Services
  Services
   Service
   Service
  Pay
  Pay
   Airship, private cabin
  2 sp/mile, or 20 gp/day
   Airship, steerage
  2 cp/mile, or 2 gp/day
   Luxury cabin (any)
  1+ gp/mile, or 100 gp/day
   Newspaper, daily
  1 cp
   Postal service, city
  1 cp/letter
   Postal service, distant 1+ sp/letter
   Ship, private cabin
  1 sp/mile, or 10 gp/day
   Ship, steerage
  1 cp/mile, or 1 gp/day
   Train, coach seating
  1 cp/mile, or 1 gp/day
   Train, sleeper car
  1 sp/mile, or 10 gp/day
   Telegram
  1 sp/message
  Cash Money
  Cash Money
  Actual metal coins are too heavy for most people to haul around in any significant number, making large 
  transactions difficult. As such transactions have become more common, certified bank notes representing 
  precious metals (or other vaulted wealth) have come into popular usage as cash. Although almost universally 
  accepted in industrialized cities, cash isn't always recognized as money in foreign lands and exotic locals; 
  thus most adventurers and travelers carry some coin as well.
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  Damage and Repairs
  Damage and Repairs
  Things get broken, especially on adventures. The 
  ability to fix them is of utmost importance to the 
  people who rely on their gear to get them through 
  dangerous situations. The following optional rules 
  give the DM an easy way of handling object damage, 
  breakage, repairs, and similar subjects … they are 
  based on existing object damage rules (Dungeon 
  Master's Guide, pp. 246-247), adding a few more 
  options and details, without too much more 
  complexity. They are intended for Æther Age devices, 
  but could work for any situation where damage and/or
  repairs to some object is important to the adventure.
  Damage and Breakage
  Damage and Breakage
  When an important object takes damage – say, the 
  airship on which the party rides, or the ornithopter in 
  which the villain is attempting to escape – the DM can
  choose to keep track of it in two ways. If the attempts 
  to damage an object are being made in combat, 
  determine the object's armor classes and hit points, 
  and resolve them as ordinary attacks. 
  Alternatively, when the specific amount of damage 
  is less important than the overall result, the DM can 
  simply declare an object to be damaged or broken. 
  This is generally most useful in the case of crashes, 
  collisions, explosions, and other catastrophes where 
  the object is badly damaged all at once. It's the DM's 
  call whether any particular catastrophe results in the 
  object being merely damaged (but remaining 
  serviceable), or being completely broken.
  Damaged. A damaged object is visibly battered, 
  and while it still functions, its performance is 
  noticeably affected by the damage. If using hit points, 
  an object reduced to less than 1/4 of its full hit points 
  is considered damaged for purpose of these rules. A 
  damaged object imposes disadvantage on any roll 
  made to use or control it; further, any natural 1 on 
  such a roll causes the object to go from damaged to 
  broken. A damaged object remains damaged until 
  either it is repaired, or it becomes completely broken.
  Broken. Once an object has taken so much damage
  as to be rendered inoperable, it's broken. If using hit 
  points, an object reduced to 0 hit points or less is 
  broken. A broken object can't be used to do much of 
  anything, unless maybe it's light and wieldy enough to
  be a club, or large enough to provide shelter from the 
  elements. If the object was moving at the time it 
  became broken, like a train or airship, it comes to an 
  abrupt stop – or plummets to the ground, then comes 
  to an abrupt stop. In either case, the vehicle is likely to
  be completely ruined by the additional damage, and 
  any cargo or passengers are likely to be damaged in 
  the crash as well (see below). A broken object is 
  completely inoperable until repaired.
  Ruined. An object is ruined if it takes so much 
  damage that it couldn't possibly be repaired. If an 
  object takes more than twice its full hit points in 
  damage, it is ruined. This often happens when an 
  airborne or otherwise fast-moving object is broken, 
  and then suffers even more damage in the ensuing 
  crash. It can also be the result of overwhelming 
  damage of other kinds (fell into a lake of hot lava, 
  etc.), or even simply the ravages of time and the 
  elements. The DM might allow recovered pieces of a 
  ruined object to serve as a guide to someone trying to 
  build a duplicate, or if the object was made of some 
  durable or rare material, it might be salvageable if 
  melted down and re-cast or something similar.
  Crashes. When a vehicle that is in motion is 
  reduced to 0 hit points, it crashes, and any creature or 
  object within is quite likely to be injured in the 
  impact. This is true for everything from an ornithopter
  to an airship, though the amount of damage tends to 
  scale up with the size of the vehicle – surviving a 
  bicycle crash is much more likely than surviving a 
  zeppelin crash. When a vehicle is reduced to 0 hit 
  points and/or enters a broken state because of massive
  trauma, all creatures inside take damage equal to the 
  vehicle's full hit dice, of a type based on the kind of 
  crash.
  This is usually non-magical bludgeoning and 
  piercing from impact and debris, but possibly also fire
  damage for engine explosions, force damage for 
  shattered enchantments, etc. Because the damage is 
  made up of multiple types, a creature is only protected
  if it is resistant (or immune) to all of the damage types
  in the crash. The DM might allow a Dexterity saving 
  throw for creatures that try to fling themselves clear, 
  or a Constitution saving throw for those who brace for
  impact; a successful save results in half damage.
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  Repairs
  Repairs
  Repairing a damaged object to bring it back to full 
  working order uses essentially the same process as 
  crafting a new object (Player's Handbook, p. 187). 
  You must first of all have the appropriate kind of tools
  available, and be proficient in their use. You must also
  have access to the parts and materials you need to 
  replace damaged components and the like – if you 
  don't, any repairs you complete will be temporary at 
  best. Given these things, you must then simply spend 
  the necessary amount of time to complete the task.
  Certain spells and abilities can greatly aid in 
  repairs, if not alleviate the need altogether; the effects 
  of specific spells and powers on repairs are listed with
  their individual descriptions.
  Parts. Lasting repairs require new parts to replace 
  broken ones. This isn't a problem during downtime, 
  with access to specialty shops and other city 
  resources. Simply spend an amount equal to 10% of 
  the full cost for a damaged object, or 20% for a 
  broken object. When conducting field repairs, you 
  have to come about spare parts some other way – you 
  can buy them to bring with you, you can try to salvage
  parts from similar devices, or you can try to 
  temporarily patch up the device in lieu of either.
  Spare Parts. A smart technician will bring the most
  likely parts needed for field repairs along with the 
  tools to make them. Spare parts are purchased for each
  kind of tool kit (e.g. clockmaker's, gunsmith's, or 
  mechanic's), and can be used in any repair made with 
  those tools. You simply spend the money up front (e.g.
  50 gp worth of gunsmith's spare parts), which goes 
  into a “parts pool” that you pack with your 
  adventuring supplies (all spare parts weigh 1 lb. per 
  10 gp value). When you need to conduct field repairs, 
  you subtract the cost of the parts from this pool. If you
  don't have enough money left in the pool to cover a 
  specific repair job, you can't use the parts you have for
  that job; you must either salvage what you need, do a 
  temporary patch job, or find more spare parts.
  Salvaging. If you have access to another device of 
  the same general type and size that you're trying to 
  repair (e.g. a Small firearm to fix another Small 
  firearm), you can attempt to salvage parts from the 
  other device. This requires an Intelligence-based 
  check with the appropriate tools, with DC depending 
  on the size of the device you are trying to repair, as 
  listed in the Object Repair Table. Success means that 
  you were able to salvage the parts you needed to 
  complete the repairs, at the cost of completely ruining 
  the device that you salvaged them from.
  With the DM's permission, you can attempt to 
  salvage from a pile of mechanical junk, which is at 
  least as large as the machine you are trying to fix, and 
  is made up most mostly of the same kind of machines.
  The DC is two higher than normal, and the hit points 
  restored are temporary – as with a damaged device, 
  any natural 1 rolled when using a machine repaired 
  with junk-salvaged parts results in it entering a broken
  condition.
  Patching. If you don't have any spare parts and 
  can't salvage what you need, you can still attempt a 
  temporary patch to bring a broken machine back to 
  life. This requires the same amount of time as 
  repairing a damaged device, but it can only change a 
  device's status from broken to damaged. Like all 
  damaged devices, it imposes disadvantage on all rolls 
  made to use or control it, and any natural 1 reduces it 
  to broken again. Patching has no effect on an object 
  that's merely damaged and not broken.
  Time. Repairs on smaller devices tend to be 
  quicker and easier than on larger machines and 
  vehicles. Use the time listed in the Object Repair 
  Table; values of “10% crafting” and “20% crafting” 
  refer to the time required to craft an object of the same
  type, using the “5 gp worth of work per day” rule 
  from the Player's Handbook (p. 187) … so repairing a
  broken ornithopter with a market value of 150 gp 
  takes 6 days (20% of the 30 days to build one from 
  scratch) for one person working alone. Repair time 
  can be split between workers as for crafting.
  Hit Points. Repairing an object restores any lost hit
  points, and (magically) restoring lost hit points 
  effectively repairs the object. Likewise, a device or 
  machine with fewer than 1/4 of its full hit points is 
  damaged, but can be restored to full working order by 
  “healing” it above that threshold, or by conducting 
  repairs. A patched device is at 1 hit point, and can't be 
  restored above that without magic, or additional 
  repairs with the proper parts.
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  Magical Repairs
  Magical Repairs
  The technomancy spells from Chapter 7 and other 
  magical effects that aid in repairs generally have a 
  well-defined impact on those repairs, as listed with the
  spells and abilities in question. The mending cantrip is
  the exception, which isn't exactly techno-magic per se,
  but can have a significant impact on minor repairs. 
  The ability to cast mending reduces salvage or patch 
  DC by 1, and reduces the cost of needed parts by 1% 
  of the object's normal market value.
  Object Repair Table
  Object Repair Table
   Size
   Size
  Repair
  Repair
  Damaged
  Damaged
  Repair
  Repair
  Broken
  Broken
  Salvage DC
  Salvage DC
  Patch DC
  Patch DC
   Tiny (pistol, watch)
  10 min.
  short rest
  12
  14
   Small (camera, rifle)
  short rest
  long rest
  13
  15
   Medium (bicycle, ornithopter)
  long rest
  20% crafting
  14
  16
   Large (powered armor, steam carriage)
  10% crafting
  20% crafting
  15
  17
   Huge (locomotive engine, steam tank)
  10% crafting
  20% crafting
  16
  18
   Gargantuan (large airship or naval ship)
  10% crafting
  20% crafting
  17
  19
  Repairing Enchanted Objects
  Repairing Enchanted Objects
  Making repairs on a damaged or broken magical item is a more complicated matter, generally requiring a 
  team effort by the experts who do the standard repairs, and the magic-users who repair the enchantments. 
  (Tech adepts, tech clerics, and technomancers can accomplish both tasks, provided that they are proficient in
  the right tools, and have access to all needed spells and materials for the enchantment in question.) If the 
  party decides to undertake such a task, and the DM allows it, apply the same formula as above – spend 10% 
  of the normal crafting time and money (see Dungeon Master's Guide, p. 129) to repair a damaged magic 
  item, or 20% to repair a broken one. All other requirements remain the same as for crafting magical items, 
  including any spell components, which are expended each day of the repair process. The minimum level 
  requirements are likewise unchanged, and most enchanted machines are rare, if not very rare or legendary.
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  7. Techno-Magic
  7. Techno-Magic
  This chapter presents the most common technomancy spells, and the spell list for the Tech Adept engineer.
  Tech Adept Spells
  Tech Adept Spells
  Cantrips
  Cantrips
  Blade Ward
  Charm Machine*
  Dancing Lights
  Ignition*
  Mage Hand
  Mending
  Message
  Prestidigitation
  1st Level
  1st Level
  Alarm
  All Terrain Vehicle*
  Comprehend Languages
  Detect Magic
  Discern Function*
  Floating Disk
  Identify
  Inflict Damage*
  Misfire*
  Pilot's Blessing*
  Repair Damage*
  Shrapnel*
  2nd Level
  2nd Level
  Arcane Lock
  Burrowing Bullet*
  Conjure Burst*
  Conjure Vehicle*
  Cordon of Arrows
  Endless Magazine*
  Find Traps
  Gnuman's Reliable Chauffeur*
  Haywire*
  Heat Metal
  Knock
  Locate Object
  Magic Mouth
  Magic Weapon
  Shatter
  Swift Travel*
  3rd Level
  3rd Level
  Animate Junk*
  Breakdown Ward*
  Cloak Machine*
  Conjure Barrage
  Defy Gravity*
  Dispel Magic
  Glyph of Warding
  Gnuman's Comfortable Conveyance*
  Lightning Arrow
  Machine Jinx*
  Protection from Bullets*
  Protection from Energy
  Thief's Curse*
  4th Level
  4th Level
  Breakdown*
  Fabricate
  Folding Carriage*
  Gnuman's Flying Carriage*
  Leomund's Secret Chest
  Mind of Its Own*
  Protect Machine*
  Ram Horn*
  Speak with Machines*
  * New spells from this chapter.
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  New Spell Descriptions
  New Spell Descriptions
  The following spells are all considered technomancy 
  spells. They are available as noted to clerics who 
  choose the Technology Domain, engineers who 
  choose the Tech Adept Specialty, wizards who choose 
  the Technomancy Tradition, and other spellcasters 
  who the DM wishes to have power over Æther Age 
  technology.
  All Terrain Vehicle
  All Terrain Vehicle
  1st-level transmutation (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S
  Duration: 8 hours
  After casting this spell on a land vehicle no more than 
  size Large, the vehicle is able to cross rugged terrain 
  without slowing down its overland speed. The spell 
  has no effect on living creatures.
  At Higher Levels. If cast using a 2nd-level slot, the
  spell can affect vehicles up to Huge; if cast using a 
  3rd-level or higher slot, it can affect any land vehicle.
  Animate Junk
  Animate Junk
  3rd-level transmutation
  Casting Time: 1 minute
  Range: 90 feet
  Components: V, S, M (junk to animate)
  Duration: Concentration, up to 1 hour
  You call upon the spirits that inhabit one or more old 
  piles of junk (p. 110), which must be within range 
  when you cast the spell. The DM determines how 
  much junk is available, based on where you are – a lot
  in a junk yard, not much in a nice downtown parlor – 
  though smaller junk piles can combine into one large 
  junk spirit, or a large pile can sprout several smaller 
  spirits. Assuming there's enough junk in range, you 
  may choose to animate one Medium scrap wolf, or six
  Small clutter goblins.
  Junk spirits collapse back into inert piles of junk 
  when reduced to 0 hit point, when the spell ends, or 
  when you dismiss them as a free action. Though 
  essentially mindless, they obey your basic commands,
  and are non-hostile to you and your allies. Roll 
  initiative once for all the junk spirits, who act at the 
  same time but on their own turn.
  At Higher Levels. If cast using a 4th-level spell 
  slot, this spell can summon two more clutter goblins, 
  in addition to either choice above. A 5th-level spell 
  slot can summon two scrap wolves, or one scrap wolf 
  and six clutter goblins. With a 6th-level slot, you can 
  create either a single rusted hulk, or three scrap 
  wolves; a 7th-level or higher slot creates a rusted hulk 
  and four scrap wolves.
  Breakdown
  Breakdown
  4th-level transmutation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a monkey wrench or other 
  small metal tool)
  Duration: Instantaneous
  Choose a machine or mechanical device up to size 
  Large that you can see and is within range. The 
  machine suffers an immediate breakdown – sputtering
  and dying, jamming, or whatever is appropriate to the 
  machine type. If the machine is being controlled by 
  another creature (wielding the gun, driving the steam 
  carriage, etc.), that creature can use its next action to 
  attempt a Dexterity-based proficiency roll to recover 
  the device, against your spell saving throw DC. 
  Success shakes off the effect of the spell, allowing the 
  vehicle or device to resume normal function on the 
  creature's next turn. Failure means the machine is 
  temporarily broken, completely non-functional, and 
  won't function again until someone with the right kind
  of tools spends a short or long rest working on it.
  A techno-magical construct (p. 88) can make a 
  Constitution saving throw to avoid the effect, and 
  another at the beginning of each of its turns to recover.
  At Higher Levels. If cast using a 6th-level or 
  higher spell slot, you can affect a Huge machine; if 
  cast using an 8th-level or higher slot, you can affect a 
  Gargantuan machine.
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  Breakdown Ward
  Breakdown Ward
  3rd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 8 hours
  Cast this spell and touch a machine, and the machine 
  is protected against breakdown. The first time that the 
  machine would be reduced to 0 hp as the result of 
  taking damage, it drops instead to 1 hp and the spell 
  ends. If the warded machine is instead subjected to an 
  effect that would cause it to become broken (such as 
  the breakdown spell, or rolling a natural 1 while 
  damaged), the effect is negated and the ward ends.
  Burrowing Bullet
  Burrowing Bullet
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 minute or until bullet is fired
  This spell is cast on a loaded firearm, either one you 
  are holding or one within your reach as you cast. The 
  next bullet fired from the affected gun carries the 
  effect; if it hits the target, it inflicts normal damage (as
  a magical bullet), and then begins to burrow. At the 
  beginning of the target creature's next turn, the 
  creature can make a Constitution saving throw … a 
  success ends the effect and prevents further damage; a
  failure allows the bullet to inflict its basic damage 
  (without ability modifiers). A dispel magic spell can 
  also end the effect; otherwise, the bullet burrows for 
  another turn (total of two), though the creature may 
  attempt another Constitution saving throw at the 
  beginning of its turn to end the effect.
  At Higher Levels. If cast using a 3rd-level or 
  higher slot, the bullet burrows for a number of rounds 
  equal to the spell level used, or until ended by a 
  successful saving throw or dispel magic effect.
  Charm Machine
  Charm Machine
  Enchantment cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Cast on a non-sentient machine no more than size 
  Medium, this spell causes the machine to be well-
  disposed toward you. You have advantage on all rolls 
  to operate it (not including attacks) for the duration of 
  the spell, and if you're forced to make a saving throw 
  to avoid something that the machine does, you have 
  advantage on your roll. Constructs or sentient 
  machines of any kind are immune to this cantrip.
  When you reach 5th level, you can affect a 
  machine up to Large; when you reach 11th level, you 
  can affect a machine up to Huge. At 18th level and 
  higher, you can charm any size of machine.
  Circle of Ruin
  Circle of Ruin
  5th-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a handful of rusty nuts and 
  bolts)
  Duration: Instantaneous
  You designate a point within range, and a wave of 
  mystical energy emanates from that spot in a 60-foot-
  radius sphere. All machines, mechanical devices 
  (including guns), and constructs within the area of 
  effect take 8d6 points of force damage. Animated 
  constructs and moving vehicles can make a Dexterity 
  saving throw to take half damage; devices which are 
  in the possession of a creature use that creature's 
  Dexterity saving throw, and take no damage on a 
  successful save.
  At Higher Levels. If cast using a 6th-level or 
  higher slot, the spell inflicts 2d6 additional damage 
  per spell level above 5th.
  Cloak Machine
  Cloak Machine
  3rd-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pair of broken spectacles)
  Duration: Concentration, up to 1 hour
  Cast upon a machine no bigger than Large, this spell 
  cloaks it from sight as an invisibility spell. All cargo 
  and passengers are likewise cloaked as long as they 
  are fully inside the vehicle – though passengers can 
  see each other normally. If the machine collides with 
  any creature or object larger than Tiny, creates an 
  effect which causes damage to any creature or objects,
  or if any passenger makes an attack or casts a spell on 
  any target outside of the vehicle, the spell ends.
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  At Higher Levels. If cast using a 5th-level or 
  higher spell slot, you can cloak a Huge machine; if 
  cast using a 7th-level or higher slot, you can cloak any
  size of machine.
  Conjure Burst
  Conjure Burst
  2nd-level conjuration
  Casting Time: 1 action
  Range: Touch (10 foot cube)
  Components: V, S, M (a shot fired from a gun)
  Duration: 1 minute or until bullet is fired
  Cast on your own gun or the gun of an ally which you 
  can touch, this spell causes the next attack made with 
  the gun to function as auto fire (p. 54), filling a 10 
  foot cube with gunfire, and forcing each creature 
  within to make a Dexterity saving throw or take the 
  gun's regular damage. Only a single piece of 
  ammunition is expended.
  Conjure Vehicle
  Conjure Vehicle
  2nd-level conjuration (ritual)
  Casting Time: 10 minutes
  Range: 30 feet
  Components: V, S, M (a part from the kind of 
  vehicle you wish to conjure)
  Duration: Up to 8 hours
  By conducting a ritual over a part from some kind of 
  non-military vehicle, you create a fully-functional 
  vehicle of that type – though it appears vaguely 
  rickety, made from mismatched parts. The vehicle can
  be no greater size than Large, and functions as a 
  normal instance of that type of vehicle.
  At Higher Levels. If cast using a 4th-level or 
  higher spell slot, you can conjure a Huge non-military 
  vehicle; if cast using an 6th-level or higher slot, you 
  can conjure a Gargantuan non-military vehicle.
  Control Machine
  Control Machine
  4th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You seize control of a machine or vehicle within 
  range. The target can't be more than size Large, and if 
  it's under control or possession of another creature, the
  creature can make a Dexterity-based proficiency 
  check against your spell save DC to retain control. 
  Once you gain control, you can direct the machine as 
  if you were operating it using the normal controls. 
  You can do so as a regular or bonus action on your 
  turn; if you don't issue a command on a given turn, the
  pilot can act normally that round, or a pilotless 
  machine continues with its most recent course of 
  action. At the end of each of its turns, a pilot can 
  attempt a vehicle proficiency check against your spell 
  saving throw DC to seize back control and end the 
  spell.
  A techno-magical construct (p. 88) can make a 
  Strength saving throw to resist the effects of this spell;
  failure means the construct acts like a puppet under 
  your control. At the end of each of its turns, the 
  construct can attempt another Strength saving throw 
  to end the spell.
  At Higher Levels. If cast using a 6th-level slot, you
  can affect machines up to Huge; if cast using a 8th-
  level or higher slot, you can affect any sized machine.
  Defy Gravity
  Defy Gravity
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a dead spider)
  Duration: Concentration, up to 1 hour
  Cast on a land vehicle no more than size Large, this 
  spell allows the subject vehicle to drive up walls and 
  across ceilings as if they were the ground. All 
  passengers and cargo are contained within the spell's 
  effect, and don't fall out or jostle around while it lasts. 
  The vehicle's speed and other stats remain unchanged.
  At Higher Levels. If cast using a 5th-level slot, you
  can affect land vehicles up to Huge; if cast using a 
  7th-level or higher slot, you can affect any size of land
  vehicle.
  Discern Function
  Discern Function
  1st-level divination (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  By taking a full minute to examine and evaluate a 
  machine or technological device that isn't familiar to 
  you, you can learn what it does and how to use it, how
  to repair it, etc. It can be no larger than Medium, and 
  although it can be an enchanted machine, only the 
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  ordinary functions of the machine are revealed. You 
  don't gain proficiency with it, though you can attempt 
  to use it anyway with no proficiency bonus.
  At Higher Levels. If cast using a 2nd-level or 
  higher slot, you can learn the ordinary functions of a 
  Large machine; with a 4th-level or higher slot, a Huge
  machine; or a 6th-level or higher slot, a machine of 
  any size. If you use a 3rd-level or higher slot, you can 
  also discern the magical properties of an enchanted 
  machine, of up to Large size; with a 6th-level or 
  higher slot, a Huge enchanted machine; or any size of 
  enchanted machine with a 8th-level or higher slot. A 
  9th-level slot will reveal the technical and magical 
  functions of almost any technological or techno-
  magical device, from a clockwork dragon to a starship
  to the Machine of Lum the Mad.
  Endless Magazine
  Endless Magazine
  2nd-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a spent shell casing)
  Duration: Concentration, up to 1 minute
  A simple or martial firearm is given infinite ammo for 
  the duration of the spell. It doesn't need to be reloaded
  no matter how many times it's fired – though if the 
  conjured bullets are ejected from the weapon, they 
  vanish instantly. The bullets are otherwise ordinary.
  At Higher Levels. If cast using a 5th-level or 
  higher spell slot, this spell can be used on an exotic 
  firearm (machine gun); if cast using a 7th-level or 
  higher slot, it can be used on heavy military weaponry
  such as a tank cannon or naval gun.
  Folding Carriage
  Folding Carriage
  4th-level transmutation
  Casting Time: 1 minute
  Range: Touch
  Components: V, S
  Duration: Up to 8 hours
  Upon completion of this spell, the vehicle (or other 
  machine) that you touch, which can be no larger than 
  Large, shrinks and folds up into a small metal box. 
  The box is made of the same material as the vehicle's 
  exterior, and weighs 10 lb. It can't serve any purpose 
  more complex than doorstop until the spell ends, 
  whereupon it returns to normal form, and any 
  creatures standing within the area occupied by the full
  size vehicle (including a creature carrying the box 
  when the spell expires) must make a DC 12 Dexterity 
  saving throw or take damage as if from a low-speed 
  collision with the vehicle (p. 61). You can end the 
  spell at will from up to 60 feet away, ideally placing 
  the box in a spot where it won't cause any damage 
  first (unless damage is your goal). Otherwise, you 
  know several minutes before the spell ends, and can 
  sense as the deadline approaches.
  At Higher Levels. Cast with a 5th-level slot, you 
  can shrink a Huge machine for up to 8 hours, or a 
  Large or smaller machine for up to 24 hours. A 6th-
  level slot shrinks a Large or smaller machine until you
  choose to end the spell. A 7th-level slot will shrink a 
  Gargantuan vehicle for up to 8 hours, a Huge vehicle 
  for up to 24 hours, or a Large or smaller vehicle until 
  you choose to restore it. An 8th-level spell slot shrinks
  a Gargantuan vehicle for up to 24 hours, or a smaller 
  machine until you choose to end the spell. A 9th-level 
  slot will shrink any size of vehicle, which will stay 
  shrunk until you choose to restore it.
  Ghost Carriage
  Ghost Carriage
  7th-level transmutation
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a toy vehicle covered in 
  cobwebs)
  Duration: Up to 8 hours
  You ensorcel a Large or smaller vehicle to travel back 
  and forth between the Ethereal Plane and the material 
  world. As long as the spell lasts, you (and other 
  creatures which you designate, who must be proficient
  in the vehicle) can pilot the vehicle into the local 
  Border Ethereal, or back out again, by moving at least 
  20 feet in any direction. Any passengers or cargo 
  completely inside vehicle are taken along with it; 
  anything on or partially inside the vehicle is left on the
  side where it started when the vehicle phases out. If a 
  passenger exits the vehicle while in the Ethereal 
  Plane, they are affected by a limited form of the 
  etherealness spell – they exist in the Border Ethereal, 
  as for that spell, and must ride back in the vehicle to 
  return to the material world. If the vehicle leaves 
  before they get back in, they are stranded until you 
  come back to get them, or they find another way out.
  When the spell ends, either because the duration 
  elapsed, it was dispelled, or you ended it, the vehicle 
  and all passengers are returned to the material world, 
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  in the same place they are in the Ethereal.
  At Higher Levels. Cast with an 8th-level or higher 
  slot, the spell can affect Huge vehicles; with a 9th-
  level slot, it can affect any size vehicle.
  Gnuman's Comfortable Conveyance
  Gnuman's Comfortable Conveyance
  3rd-level conjuration (ritual)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a 2-inch glass sphere with a
  fancy toy coach, yacht, or airship inside)
  Duration: 8 hours
  Cast upon a vehicle, this spell creates an extra-
  dimensional luxury cabin for up to six Medium-sized 
  passengers (Large passengers take up two spots, and 
  larger creatures can't fit) – not including the driver or 
  crew. The vehicle retains its normal outside 
  appearance, with the windows looking in on an 
  apparently empty passenger cabin.
  While traveling within, passengers can rest, 
  interact, or look out the windows. They are 
  impervious to attacks or effects from outside the 
  vehicle, though the vehicle itself can be attacked 
  normally. If the vehicle crashes for any reason, they 
  are safely deposited just clear of the wreckage, or at 
  the nearest safe location within 1 mile. Passengers are 
  likewise deposited when the spell ends, unless it is 
  cast again using a spell slot of at least the same level 
  as the original casting.
  At Higher Levels. If cast using a 4th-level or 
  higher spell slot, the cabin can accommodate 
  passengers up to twice the spell slot level used.
  Gnuman's Flying Carriage
  Gnuman's Flying Carriage
  4th-level transmutation (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M
  Duration: 8 hours
  Cast upon a land or water vehicle up to size Large, 
  this spell imbues the subject with a flying speed equal 
  to twice the vehicle's normal speed. It can be re-cast 
  before the duration runs out, using a spell slot at least 
  as high a level as the original casting. Otherwise, if 
  still aloft when there are 10 minutes remaining, an 
  alarm spell goes off throughout the vessel, and again 
  at 5 minutes remaining. At 1 minute, the vehicle 
  begins trying to land, and a magic mouth begins 
  counting down the seconds. If the spell ends while the
  vehicle is still aloft, it plummets to the ground, and all
  passengers suffer the effects of a crash (p. 64).
  At Higher Levels. Cast with a 6th-level or higher 
  slot, the spell can affect Huge vehicles; with a 8th-
  level slot, it can affect any size vehicle.
  Gnuman's Reliable Chauffeur
  Gnuman's Reliable Chauffeur
  2nd-level conjuration (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a chauffeur's hat)
  Duration: 8 hours
  When the ritual is completed by setting a chauffeur's 
  hat in the driver's seat, this spell calls into being a 
  magical servitor who will drive the vehicle in 
  question. It must be a vehicle with a single operator 
  (Crew 1), though you need not be proficient yourself. 
  The chauffeur appears to be a heavily-cloaked but 
  otherwise normal driver, who will nod or wave 
  amicably at creatures who try to get its attention, but 
  otherwise ignore them. It drives the vehicle using your
  proficiency bonus, and can naturally find its way to 
  any place that you know how to reach, assuming the 
  vehicle is capable of reaching that location within the 
  spell's duration. The chauffeur vanishes when the spell
  expires, though it can be re-cast by expending a spell 
  slot of at least the same level as the original casting.
  At Higher Levels. If cast using a 3rd-level or 
  higher slot, the spell creates enough servitors to crew 
  larger vehicles – 3rd level conjures up to three; 4th 
  level, up to 10; 5th level, up to 20; 6th level, up 40; 
  7th level, up 60; and 8th level or higher, any number.
  Haywire
  Haywire
  2nd-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a piece of haywire)
  Duration: Concentration, up to 1 minute
  Choose a machine or mechanical device up to size 
  Large that you can see and is within range. The 
  machine immediately enters a damaged state (p. 64), 
  imposing a disadvantage on all rolls to use or control 
  it. Any roll of a natural 1 results in the machine 
  entering the broken state until the spell ends, unless 
  the pilot can make a vehicle proficiency check against
  your spell saving throw DC. Techno-magical 
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  constructs (p. 88) can make a Constitution saving 
  throw to resist the spell when you cast it, and to resist 
  entering a broken state after rolling a natural 1 on a 
  ability check.
  At Higher Levels. If cast using a 4th-level or 
  higher spell slot, you can affect a Huge machine; if 
  cast using an 6th-level or higher slot, you can affect a 
  machine of any size.
  Ignition
  Ignition
  Transmutation cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You can generate a burning spark with your touch, 
  sufficient to ignite a flammable object (candle, 
  cigarette, fuse, etc.), start up the boiler on an Æther 
  Age vehicle, set off a bullet, or similar tasks.
  Inflict Damage
  Inflict Damage
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Touch a machine or construct (by making a melee 
  spell attack, if in combat) to inflict 3d10 force damage
  on the subject.
  At Higher Levels. Cast using a 2nd-level or higher 
  slot, this spell inflicts another 1d10 damage per level 
  above 1st.
  Machine Jinx
  Machine Jinx
  3rd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a cross-threaded or 
  otherwise damaged bolt)
  Duration: Concentration, up to 1 minute
  You inflict a terrible curse on a creature that you can 
  see. The victim can attempt a Wisdom saving throw to
  resist the effect; if it fails, all of the victim's attempts 
  to use technological devices – firearms, Æther Age 
  vehicles, machines of any kind – go awry. Until the 
  spells expires or is ended by a remove curse spell, the 
  creature makes all ability and attack rolls with such 
  devices at a disadvantage, and any roll of a natural 1 
  in such an attempt results in the machine refusing to 
  work for the victim until the spell ends. Non-jinxed 
  creatures can use the machine normally, but it acts as 
  though it's broken for the victim.
  At Higher Levels. If you cast this spell using a 3rd-
  level slot, the duration is concentration, up to 10 
  minutes. If you use a 4th-level or higher slot, it no 
  longer requires concentration – a 4th-level slot gives a
  duration of 8 hours; a 6th-level slot, 24 hours; a 9th-
  level slot creates a curse that lasts until removed.
  Mind of Its Own
  Mind of Its Own
  4th-level enchantment
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Cast upon a machine of no more than Large size, this 
  spell causes the machine to lurch out of control. If the 
  machine is under a creature's control, the creature 
  must make a Dexterity-based proficiency check to 
  retain control; otherwise, the machine behaves 
  randomly. Vehicles can use the table for the confusion 
  spell (Player's Handbook, p. 225), with results 
  indicating a melee attack being used instead to ram 
  into anyone in its path (see p. 61). Other machines 
  will randomly activate and deactivate their various 
  functions, as determined by the DM.
  A techno-magical construct (p. 88) can make a 
  Strength saving throw to resist the effects of this spell;
  failure means the construct acts as though under the 
  influence of a confusion spell. At the end of each of its
  turns, the construct can attempt another Strength 
  saving throw to end the spell.
  At Higher Levels. If cast using a 6th-level slot, you
  can affect machines up to Huge; if cast using a 8th-
  level or higher slot, you can affect any size of 
  machine.
  Misfire
  Misfire
  1st-level enchantment
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a crushed shell casing)
  Duration: Up to 1 minute
  Cast on a creature you can see within range, this spell 
  causes the next attack that creature makes with a 
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  firearm to be made at a disadvantage. Further, if the 
  attack misses, the creature must make a Constitution 
  saving throw as the shot misfires in its face; failure 
  inflicts the gun's normal damage on the creature, and 
  blinds it until the end of its next turn.
  At Higher Levels. If cast using a 2nd-level or 
  higher slot, the spell can target additional creatures, 
  who are all within a 30 foot square area in range.
  Phase Vehicle
  Phase Vehicle
  5th-level transmutation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Up to 1 minute
  Cast upon a vehicle up to size Large, which you can 
  see and which is within range, this spell temporarily 
  phases the vehicle into the Ethereal Plane, along with 
  any passengers and cargo. The goal is to avoid some 
  kind of collision or catastrophe, by passing harmlessly
  through the hazard. If all goes well, this is what 
  happens – the vehicle phases for just long enough to 
  pass through the roadblock, brick wall, or other 
  vehicle, and phases back in once it has safely reached 
  the other side. If the transit takes longer than a minute,
  however, the vehicle and passengers remain in the 
  Ethereal plane, until they can find a way out.
  At Higher Levels. If cast using a 7th-level slot, you
  can affect vehicles up to Huge; if cast using a 9th-
  level, you can affect any size of vehicle.
  Pilot's Blessing
  Pilot's Blessing
  1st-level enchantment (ritual)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a piece of clothing 
  typically by a pilot)
  Duration: 8 hours
  You conduct a ritual over a pair of wind goggles, an 
  aviator's cap, or some other piece of clothing typically
  worn by the operator of a vehicle. Upon completion, 
  you can give the clothing to a creature, who then gains
  proficiency in that vehicle type for as long as they 
  wear it, up to 8 hours.
  At Higher Levels. If cast using a 3rd-level or 
  higher slot, the spell enchants clothing for one more 
  creature per level above 2nd.
  Power Word Ruin
  Power Word Ruin
  7th-level transmutation
  Casting Time: 1 action
  Range: 90 feet
  Components: V
  Duration: Instantaneous
  You intone a word of power which reduces a single 
  machine or techno-magical construct (with up to 300 
  hit points) to ruins and scrap. If the target is a moving 
  vehicle, it immediately crashes (see p. 64), with the 
  normal consequence for passengers.
  At Higher Levels. If cast using an 8th-level slot, 
  the spell can ruin a construct with up to 400 hit points;
  if cast using an 9th-level slot, the spell can ruin any 
  techno-magical construct.
  Protection from Bullets
  Protection from Bullets
  3rd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  You imbue yourself or the creature you touch with 
  resistance to bullets (see p. 88) for the duration of the 
  spell. All damage from bullets is cut in ¼ (round 
  down).
  Protect Machine
  Protect Machine
  4th-level abjuration (ritual)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M
  Duration: 8 hours
  This spell protects one Large or smaller machine, and 
  any passengers or cargo if it's a vehicle, from certain 
  kinds of damage. For the duration of the spell, the 
  machine gains resistance to either: (a) bludgeoning, 
  piercing, and slashing damage, or (b) any two of acid, 
  cold, fire, force, lightning, and thunder damage. While
  the vehicle has resistance against a form of damage, 
  all crew and passengers inside that vehicle are 
  completely immune to that kind of damage from 
  attacks or effects that originated outside of the vehicle.
  (Passengers can fight amongst themselves normally.)
  At Higher Levels. If cast using a 6th-level spell 
  slot, the spell can protect Huge machines; if cast using
  an 8th-level slot, it can protect any size of machine.
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  Purify Air
  Purify Air
  2nd-level alteration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous; Concentration keeps new
  pollutants out of the area for up to 1 hour.
  This spell magically cleanses the air within a small 
  area, freeing it of pollutants such as blight, smog, dirt, 
  smoke, gas, or even spells such as stinking could or 
  cloudkill. The area affected is a 5-foot radius around 
  the point the caster chooses, up to 30 feet away; the 
  area is purified, and as long as the caster retains 
  concentration on the spell, the air within that area 
  remains clean and breathable in spite of surrounding 
  conditions.
  At Higher Levels. If cast using a 4th-level or 
  higher spell slot, the spell affects a 10-foot radius; a 
  6th-level or higher slot affects a 15-foot radius; and an
  8th-level or higher slot affects a 20-foot radius.
  Ram Horn
  Ram Horn
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a piece of ram's horn)
  Duration: Concentration, up to 1 minute
  Cast upon a vehicle of no more than Large size, this 
  spell sheaths the vehicle in an energy shield. The 
  affected vehicle inflicts bonus damage when ramming 
  (p. 61), adding force damage equal to the vehicle's 
  normal damage for that collision. It also gains 
  resistance to the damage it takes in any collision, and 
  completely protects the passengers and crew from 
  collision damage as long as it has at least 1 hit point.
  At Higher Levels. If cast using a 6th-level slot, the 
  spell can affect a Huge vehicle; a 8th-level or higher 
  slot can affect any size of vehicle.
  Repair Damage
  Repair Damage
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You lay hands on a machine, vehicle, or other device 
  which has taken hit point damage, and some of the 
  damage magically repairs itself. The machine can't be 
  completely broken, it must have at least 1 hit point 
  left; it recovers hit points equal to 1d8 + your 
  spellcasting ability modifier. This spell has no effect 
  on living creatures of any kind, nor undead, 
  extraplanar beings, elementals, etc. It does heal 
  damage to magical constructs as well as mechanical 
  ones.
  At Higher Levels. Casting this spell with a 2nd-
  level or higher slot repairs 1d8 additional hit points 
  for each level above 1st.
  Restore
  Restore
  7th-level transmutation
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (At least 1,000 gp worth of 
  the material of which the machine is made)
  Duration: Instantaneous
  This ritual rebuilds and restores a machine which has 
  fallen to ruin, including an enchanted machine. The 
  machine can be up to size Large, and although it need 
  not be intact, at least most of its remains must be 
  present. The magic puts the machine back together 
  over the course of the casting time, constructing in 
  time-lapse while you conduct the ritual. At the end of 
  the casting, the machine is whole and functional, with 
  full hit points; if it was enchanted before falling to 
  ruin, the enchantments are restored to normal 
  function.
  Cast on a techno-magical construct (p. 88), this 
  spell function as either a heal or resurrection spell, 
  depending on whether the construct is destroyed or 
  merely damaged.
  At Higher Levels. If cast using an 8th-level spell 
  slot, a Huge machine can be restored; if cast using a 
  9th-level slot, any size of machine.
  Shrapnel
  Shrapnel
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 minute or until bullet is fired
  This spell is cast on a loaded firearm, either one you 
  are holding or one within your reach as you cast. The 
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  next bullet fired from the affected gun carries the 
  effect; in addition to its normal effect, the bullet 
  explodes for 1d10 piercing damage to the target and 
  all creatures within 10 feet. Each creature can attempt 
  a Dexterity saving throw for half damage.
  At Higher Levels. If cast using a 2nd-level or 
  higher slot, the damage increases by 1d10 per slot 
  level above 1st.
  Speak with Machines
  Speak with Machines
  4th-level transmutation
  Casting Time: 1 action
  Range: Self (40-foot radius)
  Components: V, S
  Duration: 1 hour
  You gain the ability to communicate with machines 
  within 40 feet of you. You can ask them questions 
  about their recent memories, though their perspectives
  are limited to things of immediate interest to a 
  machine of that type. A steam engine won't be able to 
  tell you about any specific passenger, for instance, but
  could speak about obstructions or unusual encounters 
  on the tracks. While under the effects of the spell, 
  machines are generally well-disposed toward you, 
  giving you advantage on vehicle and machine 
  operation rolls (though not on attacks of any kind). If 
  you attempt salvage or patching in the process of 
  repairs, the DC is reduced by 2.
  You can attempt to end the effects of spells like 
  breakdown, control machine, haywire, or mind of its 
  own, which are affecting a machine within range. As a
  bonus action on your turn, roll against the spellcaster's
  saving throw DC to end the effect. You can only make
  this attempt once per hostile effect you are trying to 
  end. You can also convince machines working for 
  your enemies to be finicky and unreliable; as a bonus 
  action on your turn, you can cause one machine within
  range to impose disadvantage on its next operation 
  roll.
  Submersible Vehicle
  Submersible Vehicle
  5th-level transmutation (ritual)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a fish bowl)
  Duration: 8 hours
  When you finish casting this spell on a vehicle, its 
  interior becomes watertight, and it gains a swimming 
  speed equal to half its normal speed. It can submerge 
  and travel underwater, making it invisible from the 
  surface; as long as it isn't destroyed, the interior 
  remains sealed and the occupants dry. The magic 
  regenerates the air to keep the occupants from 
  asphyxiating, and maintains a tolerable temperature in
  spite of cold ocean depths.
  The spell can be re-cast before it ends, using a spell
  slot of at least the same level as the original casting, 
  allowing the vehicle to continue its underwater 
  journey. Otherwise, it sounds alarms and tries to 
  surface when the duration is close to expiring, as for 
  Gnuman's flying carriage. If the spell expires while 
  the vehicle is underwater, the occupants are no longer 
  protected from the effects of being underwater.
  At Higher Levels. If cast using a 7th-level slot, the 
  spell can transform a Huge vehicle; a 9th-level slot 
  can affect any size of vehicle.
  Swift Travel
  Swift Travel
  2nd-level transmutation (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (an oilcan)
  Duration: 8 hours
  This spell grants a vehicle (up to Large) twice its 
  normal travel speed – but no effect on combat speed.
  At Higher Levels. If cast using a 4th-level or 
  higher slot, the spell can affect a Huge vehicle; a 6th-
  level or higher slot affects a vehicle of any size.
  Thief's Curse
  Thief's Curse
  3rd-level abjuration (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a silver needle, hidden in 
  the warded vehicle)
  Duration: 24 hours
  Cast on a vehicle up to size Large, this spell doesn't 
  take effect unless the vehicle is moved by a creature 
  other than you. In this event, you become aware of the
  theft, and know the direction and distance to the 
  vehicle at all times while the spell is active, provided 
  it remains on the same plane of existence as you.
  Meanwhile, the vehicle itself is stubbornly 
  uncooperative for the thief, traveling at half its normal
  speed and imposing disadvantage on all rolls to pilot 
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  it, until the curse is ended. It will also randomly 
  attempt to disable itself as long as it's being operated 
  by the thief – once per minute of continuous 
  operation, or any time the driver rolls a natural 1 on 
  any vehicle proficiency check, the driver must make a 
  Dexterity-based proficiency roll to keep the vehicle 
  from swerving into a ditch, hitting a rock and losing a 
  wheel, etc. This will never result in a full-on collision,
  but puts the vehicle into a broken condition until the 
  problem is repaired, or you end the spell.
  The curse can be ended by a successful dispel 
  magic spell, you can end it at will to allow an ally to 
  operate the vehicle, or it ends naturally if you recover 
  the vehicle.
  At Higher Levels. If cast using a 5th-level slot, the 
  spell can affect a Huge vehicle; a 7th-level or higher 
  slot can affect any size of vehicle. In any case, if you 
  cast the spell using a slot one level higher than 
  required (4ht-level for a Large vehicle, etc.), the spell 
  will last until you end it or it's dispelled.
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  New Magic Items
  New Magic Items
  The following new magical and technological 
  treasures can be found in the Æther Age. At the DM's 
  prerogative, they can be swapped into encounter loot, 
  replacing items of equivalent power and/or value.
  Enchanted Vehicles
  Enchanted Vehicles
  If desired, the DM may give out enchanted machines, 
  specifically Æther Age vehicles (p. 59) enchanted 
  with one or more of the relevant technomancy spells, 
  as rare and valuable treasure. Such a vehicle is at least
  as rare as a Figurehead of Wondrous Power (p. 80) 
  bearing the same enchantment – rarer if Huge or 
  Gargantuan.
  New Magic Items, A-Z
  New Magic Items, A-Z
  Except where noted, the items below conform to the 
  rules for other magic items (Dungeon Master's Guide,
  pp. 135-218).
  Alchemical Shells
  Alchemical Shells
  Weapon (light or heavy shotgun shells), rarity varies
  Available only for heavy or light shotguns, this 
  specially-crafted ammunition delivers some kind of 
  alchemical or mystical substance in place of the shell's
  usual payload (hot lead), changing the damage type 
  inflicted on a hit. The attack is otherwise identical to a
  standard attack using that gun.
   Damage Type
   Damage Type Rarity
  Rarity
  Market Price
  Market Price
     acid
   common
  50 gp/12 shells
     cold
   common
  100 gp/12 shells
     fire
   common
  50 gp/12 shells
     lightning
   uncommon 150 gp/12 shells
     necrotic
   uncommon 250 gp/12 shells
     radiant
   uncommon 300 gp/12 shells
     poison
   common
  100 gp/12 shells
  Box of Junk
  Box of Junk
  Wondrous item, rare
  What appears to be a common junk box, weighing 10 
  lb. and rattling when shaken, opens to a small extra-
  dimensional space that's full of spare parts and broken
  or disassembled mechanical devices. Rummaging 
  through the parts for 1d10 minutes allows you to 
  choose one of the options below; once you have used 
  the box this way, you can't use it again until after the 
  next sunrise.
  • Attempt a salvage roll (p. 65) for repairs that 
  you're currently conducting, assuming that 
  you're proficient with the necessary tools.
  • Find a piece of non-magical adventuring gear 
  (from the Player's Handbook, or Chapter 6) of 
  your choice, worth no more than 50 gp.
  Bullet of Burrowing
  Bullet of Burrowing
  Weapon (any kind of bullet), uncommon
  A bullet that has been enchanted with the burrowing 
  bullet spell – it inflicts normal damage on a hit, and 
  forces the target to make a DC 12 Constitution saving 
  throw at the beginning of its next turn. Success on the 
  saving throw ends the effect, while failure results in 
  the bullet inflicting its normal damage (no ability 
  modifiers) as it burrows deeper. The creature can 
  attempt another saving throw to end the effect at the 
  beginning of its next turn; otherwise, the bullet 
  burrows again that round, and then the effect ends.
  Bullet of Slaying
  Bullet of Slaying
  Weapon (any kind of bullet), very rare
  A bullet can be ensorcelled to carry an enchantment 
  similar to an arrow of slaying (Dungeon Master's 
  Guide, p. 152), designed to be lethal to a particular 
  kind of creature. Such a bullet operates exactly like an
  equivalent arrow, save that the damage inflicted also 
  ignores any kind of resistance or immunity to bullets 
  or piercing damage. Thus, no matter what resistances 
  or immunities the target creature has, it takes full 
  normal damage from the bullet itself, and full damage 
  from the enchantment (or half if it makes the 
  Constitution saving throw).
  Bulletproof Vest
  Bulletproof Vest
  Wondrous item, rare
  An enchanted jacket, waistcoat, or other piece of 
  clothing for the torso, that gives the wearer resistance 
  to bullets (see p. 88) - all damage from bullets is cut in
  ¼ (round down). It counts as an article of clothing, 
  worn under armor, and provides no AC bonus.
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  Bullets +1, +2, or +3
  Bullets +1, +2, or +3
  Weapon (any kind of bullet), uncommon (+1), rare 
  (+2), or very rare (+3)
  As for other magical ammunition (Dungeon Master's 
  Guide, p. 150), these bullets grant the listed bonus to 
  hit and damage. If the DM allows, bullets +1 might be
  available at a market price of 250 gp/12 bullets.
  Dwarven Rifleman's Shield
  Dwarven Rifleman's Shield
  Armor (shield), uncommon
  This isn't actually a magical item, but a piece of 
  dwarven ingenuity. It's a thick iron shield, with a 
  socketed hole front and center. A properly outfitted 
  rifle or saddle gun is set through the hole and bolted in
  place, such that it can be aimed through a visor in the 
  shield. Thus, when the rifle is aimed, the shield is held
  directly in front of the wielder, guarding in the 
  direction of the enemy.
  This has a few results. While a rifle is affixed to the
  shield, you can use both at the same time – gaining the
  shield's AC bonus, while wielding the two-handed 
  rifle. If the weapon wasn't already heavy, it is with the
  shield attached – add 8 lb. to the weapon's weight. 
  You can brace the longarm normally (p. 54), and gain 
  a +1 to attack rolls made while the gun is braced with 
  the shield. When the gun isn't braced, the shield 
  makes it more awkward to use, imposing a -1 on your 
  attack rolls with it.
  An ordinary dwarven rifleman's shield might be 
  found on the market at 100 gp. For an enchanted 
  dwarven rifleman's shield, add 100 gp to the cost of 
  the standard enchanted shield.
  Eldritch Grenades
  Eldritch Grenades
  Weapon (grenade), rarity varies
  These enchanted hand grenades cast a specific area 
  spell when primed and thrown. They function like 
  ordinary grenades (p. 55), and can be thrown up to 60 
  feet, but use the listed parameters for the spell in 
  question when they go off. It's up to the DM which 
  spells are available; any spell with an area that spreads
  from a point could be useful in the right 
  circumstances. Saving throw DC is 10 + spell level.
  Spell Level
  Spell Level
  Rarity
  Rarity
    1st-2nd (darkness, shatter)
   Uncommon
    3rd-4th (dispel magic, fireball)
   Rare
    5th-6th (circle of death, cloudkill)  Very rare
  Elemental Breather
  Elemental Breather
  Wondrous item, uncommon
  A metal-framed breathing mask (p. 56), enchanted to 
  filter out airborne toxins and provide a steady supply 
  of fresh elemental air. When wearing the mask over 
  your nose and mouth, you don't need to breathe 
  outside air, and thus are immune to inhaled hazards 
  such as smog, stinking cloud or cloudkill spells, etc.
  Endless Repeater
  Endless Repeater
  Weapon (any kind of firearm), rare
  A firearm enchanted with a permanent version of the 
  endless magazine spell, and thus it never runs out of 
  bullets. Ejecting a spent cartridge or live round causes 
  it to vanish as soon as it clatters to the ground, 
  instantly replaced with a fresh bullet in the chamber. 
  No other kind of ammunition can be loaded; unless 
  the gun bears additional enchantments, it fires 
  ordinary bullets, exclusively and endlessly.
  If an endless repeater is crafted with additional 
  enchantments, it increases the other enchantment's 
  rarity by one level (rare becomes very rare, etc.).
  Ethereal Compass
  Ethereal Compass
  Wondrous item, uncommon
  This device appears to be a large and elaborate 
  compass, engraved with runes and set with three 
  needles instead of one, which measures minor 
  variations in the flow of æther. Each needle points in 
  the direction of one kind of ethereal phenomenon, if 
  such a phenomenon is present within 1 mile of the 
  compass. If there are multiple signals of one type in 
  range, the compass points to the closest one; if there 
  are no signals in range, that needle drifts aimlessly 
  until a signal comes in range.
  • The copper needle points in the direction of the 
  largest nearby concentration of æther. This is 
  most often an airship, but if there's been an 
  æther leak or implosion in the last 24 hours, it 
  will point toward that.
  • The silver needle points in the direction of the 
  nearest ethereal curtain.
  • The gold needle points in the direction of the 
  nearest ethereal creature.
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  Ethereal Goggles
  Ethereal Goggles
  Wondrous item, uncommon
  A pair of clunky goggles with smoky green lenses, 
  which allow the wearer to see nearby Ethereal 
  creatures and phenomena – though not to interact with
  them, hear them, etc. While looking through the 
  goggles, you can see anything within 60 feet which is 
  invisible only due to being on the Ethereal Plane, 
  including ghosts, ethereal telegraph wires, and 
  creatures affected by a blink or etherealness spell or 
  similar effect. Ethereal beings and object appear fuzzy
  and translucent, and they can tell you can see them.
  Ethereal Receiver
  Ethereal Receiver
  Wondrous item, uncommon
  A contraption about the size and shape of a breadbox, 
  with a few dials on the front, and small hole with a 
  squat amplification horn poking slightly out of it. By 
  switching the device on and adjusting the dials, you 
  can attempt to “tune in” nearby Ethereal sounds, 
  including the voices of ghosts or other creatures in the
  local Border Ethereal – though the sounds will always
  seem to come from the receiver. They can hear you 
  normally, and while they aren't compelled to answer 
  your questions (much less answer truthfully), they 
  may choose to do so anyway. If used near a dead 
  body, this has an effect similar to a speak with dead 
  spell, allowing you to communicate with the corpse.
  Figurehead of Wondrous Power
  Figurehead of Wondrous Power
  Wondrous item, rarity varies (requires installation)
  If one of these enchanted figureheads is held against 
  the front of a mechanical vehicle of at least size Large,
  it magically fuses itself to the vehicle, appearing to be 
  an integral (if ornamental) part of it. While it is so 
  attached, the figurehead imbues one or more magical 
  effects on the vehicle, depending on the specific 
  enchantment. The process takes a short (or long) rest, 
  as if attuning a new magical item, but the attunement 
  is to the vehicle rather than a character. The 
  figurehead can be removed over the course of another 
  short or long rest, unless the figurehead is cursed (in 
  which case a remove curse spell is required to remove 
  it, exactly as if it were attuned to a creature).
  Ancient Mariner (Very Rare). This skeletal 
  figurehead summons a crew from beyond to operate 
  the vessel, who appear as translucent skeletal sailors, 
  airmen, or other appropriate operators of the vehicle 
  in question. They are harmless, completely ignoring 
  anything other than orders pertaining to the execution 
  of their duties. They can't be attacked (or touched or 
  affected in any way) from the material world; if 
  attacked on the Ethereal plane, they have the stats of 
  undead skeletons, and will defend themselves as best 
  they can until destroyed. Any slain crewmen are 
  replaced at a rate of one per day.
  Faerie Nymph (Rare). This alluring figurehead can
  be used to cast cloak machine once on the host 
  vehicle, and then cannot cast it against until after the 
  next sunrise. The spell lasts until the vehicle or its 
  passengers make an attack or cast a spell against a 
  target outside of the vehicle; until the vehicle collides 
  with another vehicle or creature no more than two size
  categories smaller; or until the pilot or captain ends 
  the spell as a free action.
  Guardian Angel (Very Rare). An angelic 
  figurehead watches over the vehicle and its 
  passengers, granting resistance to two of the following
  kinds of damage: acid, cold, fire, lighting, necrotic, 
  radiant, or thunder. The two kinds of damage can be 
  changed once every 24 hours, and then will remain in 
  effect until changed again, or the figurehead is 
  removed.
  Raging Gorgon (Rare). This fearsome figurehead 
  can be used to cast ram horn once on the host vehicle,
  and then cannot cast it against until after the next 
  sunrise. The spell lasts until the vehicle has collided 
  with another vehicle or creature no less than two sizes 
  smaller than itself.
  Soaring Pegasus (Rare). The vehicle's overland 
  (or sea) speed is doubled by this majestic figurehead. 
  If it's a land vehicle, it can ignore the effects of rough 
  terrain.
  Firearm +1, +2, or +3
  Firearm +1, +2, or +3
  Weapon (any firearm), uncommon (+1), rare (+2), or 
  very rare (+3)
  Like other enchanted weapons, magical firearms give 
  the specified bonus to attack and damage rolls made 
  with the weapon.
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  Gnuman's Wonderful Toys
  Gnuman's Wonderful Toys
  Wondrous item, rare
  These small mechanical contraptions appear to be 
  typical children's wind-up toys, weighing 1 lb. each. If
  you use an action to wind one up and set it on the 
  ground, it instantly grows into a full-sized device of 
  the kind depicted by the toy. It appears in an empty 
  space within 5 feet of you, provided that there's 
  enough room for the full-sized object. It functions as 
  an ordinary example of the machine, weapon, or 
  construct in question, for a duration specified by the 
  type of toy, until its reduced to 0 hit points, or until 
  you flip a switch on it to deactivate it.
  Toy Car. Becomes a steam carriage (p. 61) for up 
  to 8 hours, whereupon it deposits any passengers 
  safely on the ground and returns to toy form. Once 
  activated, it can't be used again until the next sunrise.
  Toy Gun. Becomes an endless repeater (p. 79) of 
  one specific type, functioning as an ordinary gun of 
  that type, save that it never needs to be reloaded. It 
  can be used for up to 2 hours, and then not again until 
  2 days have passed.
  Toy Soldier. Becomes a mechanical warrior 
  (p. 100) for up to 2 hours. The construct obeys your 
  verbal commands, or stands motionless if not given 
  any command that it can accomplish. Once used, it 
  can't be used again until 5 days have passed.
  Modron's Timepiece
  Modron's Timepiece
  Wondrous item, very rare (requires attunement)
  A large, elaborate pocket watch, with layers of 
  moving gears visible behind the polished face, of the 
  kind that modron overseers use to coordinate their 
  underlings. It doesn't keep any kind of time that makes
  sense in the material world, but an attuned owner can 
  study the timepiece intently upon completing a long 
  rest, gaining flashes of insight into the workings of the
  cosmos. This grants the owner an ability identical to 
  the Portent feature of the Divination wizardly tradition
  (Player's Handbook, p. 116).
  Slayer's Revolver
  Slayer's Revolver
  Wondrous item, legendary (requires attunement)
  This unique rune-covered early model heavy revolver 
  can only fire special magical ammunition, crafted 
  exclusively for it. Any other bullet loaded in the 
  weapon is expended without firing, as though it were 
  a dud round. Each round must be crafted as if it were 
  a magical item worth 5,000 gp, requiring both an 
  11th-level spellcaster and a technician proficient with 
  gunsmith's tools (or one creature that is both of these 
  things) to be present throughout the creation process. 
  These bullets can't be fired from any other weapon; 
  attempting to do so expends the bullet without firing 
  it, as though it were a dud round. No more than six of 
  these special bullets can exist at a time, enough to 
  fully load the revolver. Creating another causes one of
  the existing bullets to lose its potency, becoming a 
  worthless dud round. When found, the gun is loaded 
  with 1d6-1 bullets.
  When one of the specially-crafted bullets is fired 
  from the Slayer's Revolver, the weapon gives a 
  magical +3 bonus to attack and damage rolls. If the 
  attack hits, the bullet acts as if it were a Bullet of 
  Slaying (p. 78), specific to the kind of creature hit, no 
  matter its actual type.
  Spirit Camera
  Spirit Camera
  Wondrous item, uncommon
  This camera (p. 58) is fitted with the same kind of lens
  that allows ethereal goggles (p. 80) to see into the 
  nearby Border Ethereal. Pictures taken with it appear 
  slightly green-tinted and out-of-focus; anything 
  (creature, object, etc.) that was in-frame, but invisible 
  due to being ethereal, can be seen as a ghostly 
  translucent figure in the picture. Proficiency with 
  ordinary cameras is required to take and develop 
  pictures with a spirit camera.
  Universal Toolkit
  Universal Toolkit
  Wondrous item, uncommon (requires attunement)
  A large box of technical tools (weighs 15 lb.), which 
  can be reconfigured into any kind of engineering tool 
  kit with which an attuned owner is proficient. 
  Reconfiguring the tools takes 1 minute, and can be 
  done as often as desired; as long as the tools are in a 
  particular form, they function as ordinary tools of that 
  kind. If desired, the DM might allow a universal 
  toolkit to be purchased at a market price of 300 gp.
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  8. Æther Age Campaigns
  8. Æther Age Campaigns
  An Æther Age campaign can resemble a traditional 
  game, following the adventures of a group of 
  independent mercenaries, monster slayers, and 
  treasure hunters. Little changes from the normal 
  execution of such a game – the party can even “meet 
  in a bar,” though the characters' individual 
  backgrounds may suggest ways that various PCs 
  might be previously acquainted.
  However, the new technologies of the Age of 
  Æther can have a greater impact on the characters if 
  the DM so wishes. Following are a few new options 
  for Æther Age campaigns, which the DM can use to 
  help the PCs become a more important part of the 
  campaign world. In theory, they could be used in other
  campaigns as well.
  Renown, Fame & Infamy
  Renown, Fame & Infamy
  Renown (Dungeon Master's Guide, p. 22-23) is used 
  as normal to track a character's standing with a 
  particular faction. By default, PCs start with no rank 
  or renown in any organization, though the DM may 
  opt to allow characters with appropriate backgrounds 
  to start with Renown 1 in a single faction. This marks 
  them as a raw recruit, ready to be assigned missions 
  and tasks by faction superiors. Completing missions, 
  and otherwise increasing the influence or prestige of 
  the faction, will result in renown awards, which in 
  turn results in increased standing and faction rank.
  Fame and Infamy
  Fame and Infamy
  At the DM's option, player characters' deeds and 
  accomplishments can earn them a reputation outside 
  of any particular faction, but instead among the 
  public. Such a reputation doesn't come with any 
  formal rank or authority, but it can influence the 
  reactions of otherwise neutral NPCs.
  In essence, Fame and Infamy work like renown, 
  but instead of being awarded for a specific 
  organization whose interests the character has served, 
  they apply to the way the public sees the character. 
  High Fame generally prompts friendly treatment from 
  strangers, sometimes even special accommodations 
  from those in a position to do so (free drinks at a bar, 
  minor favors from officials, etc.). Infamy prompts 
  distrust, fear, and suspicion in civilized and 
  respectable circles – though this can translate to 
  admiration of sorts among criminals and villains.
  Fame and Infamy are kept track of separately, 
  exactly as for renown with two different factions. In 
  most situations, only the larger of the two values will 
  apply. For instance, a character with Fame 11 and 
  Infamy 8 is generally well-perceived by the public, 
  though a number of scandals in the character's past 
  can color that perception for some. (E.g., “A toast 
  goes up throughout the tavern as the party enters, 
  'Three cheers for the great heroes!' But as the cheers 
  and laughter die down, a horribly scarred man remains
  seated and motionless, glaring at the party from across
  the room. 'Think what you want, but I know another 
  story about this lot, and they don't come out as such 
  great heroes.'”) A character with high Fame can get 
  away with a few such scandals – right up until 
  something happens to make Infamy overtake it, and 
  the character “falls from grace” in the public's eye.
  By default, player characters start with both Fame 
  and Infamy scores of 0.
  Fame and Infamy
  Fame and Infamy
  Score
  Score
  Fame
  Fame
  Infamy
  Infamy
  Social Modifier
  Social Modifier
  1
  Minor Notable
  Minor Disreputable
  0
  3
  Neighborhood Celebrity
  Neighborhood Villain
  1
  10
  Minor Celebrity
  Minor Villain
  2
  25
  Famous Celebrity
  Infamous Villain
  3
  50
  Beloved Icon
  Notorious Fiend
  4
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  Fame and Infamy Awards. Any time a character 
  does something which is likely to gain good or bad 
  publicity – or is made to look like they did it, even if 
  they didn't – the DM awards that character with Fame 
  and/or Infamy. This award will generally be 
  proportionate to any renown awards for the same 
  events, i.e. 1 point for fairly minor but significant 
  deeds, 2 points for major notable accomplishments. 
  It's even possible to get a mixed award, where a 
  specific event or adventure was a mixed bag for the 
  characters' reputation – e.g., “The party saved the 
  orphans from the rampaging trolls, but burned down 
  the orphanage in the process. Everyone gets 2 Fame 
  and 1 Infamy.”
  At the DM's option, PC actions which mitigate PR-
  disasters – in the previous example, maybe donating 
  enough money to build a new orphanage – can reduce 
  or eliminate Infamy awards. This must be done 
  immediately, before the news has a chance to spread; 
  if more than a day or two goes by, the damage is done.
  Past this point, a character's Fame and Infamy scores 
  can't normally be reduced – what's done is done. 
  Exception exist, such as being publicly exonerated of 
  a crime which caused the character to gain Infamy, but
  are at the DM's sole discretion.
  Social Modifier. Instead of any kind of formal rank
  or organizational resources, Fame or Infamy grants 
  characters a level of influence among those who know
  of them. This will generally show in an NPC's 
  disposition, as described by the DM – anything from 
  obsequious fawning and hero-worship for a high 
  Fame score, to seething contempt or barely-contained 
  fear for high Infamy.
  When dice-rolls are involved – Charisma-based 
  checks to influence NPCs, etc. – the character adds or 
  subtracts the social modifier from the Fame and 
  Infamy table. Fame adds to most Charisma-based 
  checks, particularly Charisma (Persuasion). Infamy 
  subtracts from most Charisma rolls among civilized 
  and law-abiding creatures, but adds to Charisma 
  (Intimidate). Among hardened criminals and evil 
  creatures, Infamy can add to other Charisma based 
  rolls as well, though even pirates and slavers are apt to
  distrust someone with an infamous reputation.
  Unless the DM says otherwise, use only the higher 
  value – so if a character's Fame is higher than Infamy, 
  ignore Infamy completely and use the value for Fame.
  In some cases, they may counteract one another, such 
  as when trying to convince a magistrate of the 
  character's innocence, or trying to convince a bunch of
  mobsters that you aren't a snitch. In this case, subtract 
  the smaller of Fame or Infamy from the larger, and 
  use the resulting value in place of the larger one to 
  determine the social modifier. A character with Fame 
  11 and Infamy 8 trying to talk his way out of criminal 
  charges has an effective Fame of 3.
  Fame, Infamy, and the Papers
  Fame, Infamy, and the Papers
  One way that the DM can use the city newspapers (p. 63) is to reflect the party's reputation, particularly in 
  its coverage of recent events that affected that reputation. Fame will result in friendly stories and generally 
  reverent tone, which will in turn color the attitudes of NPCs throughout the city (or at least, the demographics 
  who read the paper in question). Infamy will lead to a more disapproving and fearful tone, full of 
  condemnations and recriminations.
  Another possibility, particularly if the party has made enemies in the press, is for heavily-slanted or outright
  libelous stories to appear in certain papers. This can result in a temporary increase in Infamy, and all the 
  resulting consequences, until the party can clear their names and correct the record. Such an event could be 
  a lone jab at the party by an embittered newspaper tycoon, or it could be part of a larger plot to discredit and 
  frame a group of troublesome do-gooders.
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  Strongholds
  Strongholds
  Building a stronghold (Dungeon Master's Guide, 
  p. 128) in a large city is likely as much an issue of 
  securing the real estate as any construction projects 
  that must be undertaken. As always, a DM wishing the
  party to have a stronghold can either give them one as 
  a campaign reward (Dungeon Master's Guide, p. 230),
  or allow them to purchase one with their accumulated 
  treasure and wealth. This section provides a bit more 
  detail and a few more options for a PC-owned 
  stronghold in the Age of Æther.
  City Real Estate
  City Real Estate
  When it comes to land prices in the city, the location 
  is far more important than size. Buying a stronghold 
  in the wealthier parts of a large city costs at least 
  twice what it would in most places – and is likely to 
  include less actual land, particularly those which 
  normally have large grounds or estates.
  Construction times aren't affected – even if the 
  stronghold is placed in a preexisting building, it still 
  takes time to renovate and re-furnish for its new 
  purpose and residents. Of course, the DM is free to 
  adjust costs, times, and assumptions to fit in-game 
  circumstances – if the party inherits a fully-furnished 
  uptown villa, they may not have to pay much (or 
  anything at all) to start using it as a basic stronghold.
  Expansions and Upgrades
  Expansions and Upgrades
  In many cases, multiple types of stronghold can be 
  combined in a single building or estate – for instance, 
  a business office with a built-in workshop, or a villa 
  estate atop a secret hideout. In this case, the costs are 
  added together – and then multiplied if the stronghold 
  is being built on prime real estate. Construction times 
  and staffing requirements (hirelings and maintenance 
  cost) are added together, but not doubled.
  Some larger strongholds can be improved to 
  contain certain additional facilities and 
  accommodations – internal libraries, workshops, etc. 
  Upgrading or expanding an existing stronghold is 
  exactly like building a new one, save that the cost of 
  the expansion need not be doubled for uptown real 
  estate – the land is already available. Each large 
  stronghold has a certain amount of space, measured in
  rooms, which can be used for such expansions.
  Expansions
  Expansions
  The following expansions can be added to any 
  stronghold that has rooms available within – estates, 
  hideouts, large ships, etc. Each expansion takes up one
  room, and can only be added to a finished stronghold 
  with at least one empty room available.
  Expansions don't require hirelings unless they are 
  open for business; in that case, the day-to-day 
  operation is assumed to cover hireling wages.
  Infirmary. A room for the medically infirm to 
  convalesce, including two beds, and all the medical 
  supplied needed to treat long-term disease, injury, 
  poisoning, etc. None of the supplies are magical 
  (unless the party stocks it with healing potions, etc.), 
  but any Intelligence (Medicine) check or use of 
  Surgical Tools made by a proficient character is made 
  at advantage in the infirmary. Larger infirmaries are 
  possible; each additional infirmary expansion adds 
  room for two more patients.
  Library. This expansion consists of a room full of 
  shelved books, all on a particular subject or closely-
  related subjects. In order to be useful for research, a 
  library of this size must be tightly focused – a kind of 
  creature (constructs, dragons, undead, etc.), a kind of 
  magic (druidic, fey, necromancy, etc.), a particular 
  geographical region or historical era (Jungles of Chult,
  Netherese Empire, Time of Troubles, etc.), and so on. 
  When researching the topics related to the subject of 
  the library, a character has advantage on Intelligence-
  based skill checks (arcana, history, religion, 
  technology, as appropriate). A stronghold can contain 
  multiple libraries, each with their own subject; they 
  can even share a larger space, instead of being 
  scattered in separate rooms, though each subject (or 
  section) must be bought and maintained at the listed 
  costs.
  Workshop. A workshop is a room-sized tool kit, as 
  described in the Equipment chapter (p. 59). Each 
  workshop covers only a single kind of tool kit, and 
  requires proficiency with that tool to use. It can be 
  used to do anything that the tools in question could be 
  used for, in which case all tool proficiency checks are 
  made at advantage. It can also be used to craft goods 
  that the tools couldn't assemble on their own. A 
  stronghold can include more than one workshop, 
  though each is generally housed in a separate room.
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  Upgrades
  Upgrades
  The following upgrades can be applied to any kind of 
  stronghold, representing an overall investment in 
  improved amenities. Rather than a flat cost, they are 
  priced as a percentage of the stronghold's full cost, not
  including internal expansion, nor doubled for 
  expensive real estate.
  Enhanced Security. The stronghold's physical 
  security is improved – reinforced doors (AC 16, 36 
  hp), better locks (DC 20 to pick), bars and shutters on 
  the windows, etc. Audible alarms are rigged to all 
  entrances, going off in the event a door or window is 
  forced, or a lock is picked without finding and 
  disarming a hidden mechanism (spot/disarm DC 20). 
  If applied to a hideout, secret entrances also become 
  harder to spot (DC 20). This upgrade costs 20% of the
  full value of the basic stronghold type.
  Warding. Runes and warding spells are placed 
  throughout the stronghold, to prevent certain kinds of 
  supernatural creatures from entering. As long as the 
  wards are active, the interior of the stronghold is 
  within the effect of a magic circle spell. Further, the 
  walls and doors act as solid barriers to creatures of the
  type in question, even if they are astral, ethereal, or 
  otherwise incorporeal. Physically destroying the runes
  ends the wards in that part of the stronghold, allowing 
  the warded creatures to enter the defiled area, but 
  every interior door and wall is as warded as the 
  exterior. Such an intrusion triggers an alarm spell 
  throughout the stronghold. This upgrade costs 20% of 
  the full value of the basic stronghold type for each 
  type of creature against which the warding is 
  effective. Warding against all five creatures types 
  (celestials, elements, fey, fiends, and undead) thus 
  costs the same as buying another entire stronghold.
  Hirelings, Staff & Crew
  Hirelings, Staff & Crew
  A party who has hirelings to help run a stronghold will inevitably get to know them beyond “Crewman #4” 
  and “Hey You.” The DM is encouraged to create NPCs to fill the most important roles; player input can be 
  invaluable here, helping to quickly create a handful of fun and colorful NPCs to help give the stronghold life. 
  Care should be taken not to allow any one NPC to become too powerful or otherwise distracting – they are 
  background color – but nothing should stop a beloved NPC from offering critical help to the party at a key 
  moment. Such events help to bring the NPCs to life, and give the campaign a greater feeling of depth.
  Stronghold: the Estate
  Stronghold: the Estate
  An estate stronghold is a large residential villa in the 
  city, most likely the home of a former noble family, 
  who sold it to new-money upstarts when their own 
  fortunes dried up. Many such estates are centuries old 
  at least, with all the accommodations that a wealthy 
  residence is expected to have – kitchen, dining room, 
  bedrooms, bathrooms, parlor, study, stables, servants' 
  quarters, and so forth.
  A party who maintains an estate in the “wealthy 
  part of town” is expected by the neighbors to maintain
  a full staff of household servants, who keep the 
  property in good order. Even when the party is away 
  for a several days or weeks, the staff remains, and 
  expects to be paid … if the PCs plan to be gone for 
  more than month or so, and wish to save money on 
  monthly expenses, they can fire most of the staff and 
  shutter the estate until they return. This reduces 
  monthly costs to 10% of their normal value, to keep 
  the estate from being considered abandoned and re-
  sold. Failing to pay the monthly costs for more than a 
  few months will result in the staff abandoning it, 
  leaving a vacancy for other claimants.
  There are enough rooms that each member of a 
  typical adventuring party is assumed to have their own
  private quarters within the estate. If the party wishes 
  and the DM allows, a typical estate has four spare 
  rooms that can be used for expansions. Larger estates 
  might be available, costing an additional 5,000 gp per 
  four additional spare rooms (added to base estate cost 
  before doubling for expensive real estate) – a keep or 
  a very large estate might have 12 such rooms, at base 
  cost of 35,000 gp. Full sized castles have 20 or more 
  rooms, and cost starting at 45,000 gp.
  By default, the estate has ordinary heavy doors 
  (AC 15, 27 hp) with average locks (DC 15 to pick), 
  and no special security measures in place.
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  Stronghold: the Hideout
  Stronghold: the Hideout
  A hideout is a secret stronghold, with hidden access 
  known only to the party and their closest allies. Any 
  party of adventurers could benefit from such a lair, but
  those operating outside the law almost require one.
  If the party acquires a hideout, it could be their 
  primary stronghold, or it could be connected to a 
  “surface” stronghold of virtually any other type 
  (except a ship – unless the hideout is extra-
  dimensional; see below). A hideout generally has no 
  permanent staff, requiring only the occasional 
  maintenance and repairs to secret entrances and anti-
  intrusion measures. If the party includes a technician 
  capable of this maintenance (proficiency in the 
  technology skill and clockmaker's tools), this can be 
  accomplished during downtime, cutting the listed 
  monthly maintenance cost to 1/10 the listed value. 
  Otherwise, an expert hireling must be brought in, and 
  paid extra for secrecy, resulting in the full listed cost 
  for monthly maintenance.
  A hideout is assumed to include spartan private 
  quarters for all members of a typical adventuring 
  party, as well as common facilities (kitchen, 
  bathroom, etc.). If the DM allows stronghold 
  improvements, the hideout has four spare rooms that 
  can be used for expansions. Hiding larger amounts of 
  space is expensive – add 10,000 gp to base hideout for
  another 4 rooms (total 8), or 20,000 for 8 more rooms 
  (total 12).
  When a hideout is built (or awarded to the party), it
  has up to three secret entrances, each opening to a 
  different spot in the city nearby. Popular choices 
  include a sliding bookcase in an estate above the 
  hideout, a hidden trap door for sewer access, or a 
  secret passage in the back room of a shop or tavern. 
  By default, these secret entrances are of good quality 
  – DC 15 to find in a search, equivalent to heavy doors 
  (AC 15, 27 hp) with average locks (DC 15 to pick), 
  and no other special security measures in place.
  Stronghold: the Offices
  Stronghold: the Offices
  Perhaps the most straightforward and common 
  stronghold for Æther Age characters to build is to 
  open for business doing what they normally do – hang
  out their shingle as consulting detectives or “heroes-
  for-hire.” In essence, the office stronghold gives the 
  party a veneer of professional respectability … clients 
  aren't just hiring some gang of mercenary 
  “adventurers” to do their dirty work, they are entering 
  into a contract with the esteemed consulting and 
  troubleshooting firm of Brightblade, Fireforge, Majere
  & Majere.
  The office is simply a business headquarters, with a
  small office staff (secretaries, custodians), a few more 
  professionals on retainer (accountant, contract 
  lawyer), and a sign out front with the company name. 
  It has accommodations for the needs of such a 
  business – desks, filing cabinets, a parlor for meeting 
  with clients, etc. – but not much else. The staff can 
  even keep the office running while the party is away 
  adventuring, taking messages and keeping track of 
  possible clients, in case they still need help when the 
  PCs return. (Such jobs are often time-sensitive, so 
  they might not still be available after a long absence.)
  Offices don't generally include living spaces, nor 
  do they often have room for expansions. The DM is 
  free to make exceptions – perhaps the party buys a 
  townhouse, and lives in one half while keeping their 
  offices in the other. By default, there are ordinary 
  heavy doors (AC 15, 27 hp) with average locks (DC 
  15 to pick), and no special security measures in place.
  Faction Offices
  Faction Offices
  PCs who work for official factions (city 
  constables, a large company, etc.) for long 
  enough gain 10+ renown may be granted an 
  office in the faction headquarters, which generally
  serves the same function as the Offices 
  stronghold. “Hirelings” are fellow employees, 
  whose salaries are paid by the faction. The party 
  can't generally use their faction office for private 
  business, so they'll still have to pay for a 
  stronghold if they want to open their own offices.
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  Stronghold: the Ship
  Stronghold: the Ship
  Should a party acquire a ship, they may opt to use 
  their shipboard quarters as “home,” and the ship itself 
  as a sort of stronghold. (See p. 61 for vehicle stats.) 
  This is particularly appealing for parties who will 
  spend a lot of time traveling, exploring, and 
  adventuring away from the city … having a docked 
  airship to retreat to when an expedition goes south is a
  potential lifesaver.
  The party may or may not act as members of the 
  ship's crew; a PC with proficiency in the appropriate 
  kind of vehicle (Æther Age airborne or seaborne) can 
  act as a skilled officer, while a non-proficient PC can 
  be an unskilled deck hand. In theory, the party could 
  crew a smaller vessel on their own, assuming that at 
  least three party members are proficient. A larger 
  vessel will require additional crew, who must be paid 
  a reasonable wage for their work.
  A yacht has little space for anything beyond the 
  party and their gear, and there are no private quarters. 
  An ocean-/skyliner has private quarters for the party 
  and ship's officers, common berthing for the rest of 
  the crew, and enough room for up to four internal 
  expansions if the DM allows. If it comes up, a ship's 
  hatches are heavy (AC 15, 27 hp) with average locks 
  (DC 15 to pick).
  Extra-dimensional Hideout
  Extra-dimensional Hideout
  Using powerful magics, a hideout can exist 
  outside of the material world. The entrance to the 
  hidout can thus be attached to a ship or other 
  vehicle. Or a space or vehicle can be made 
  “larger on the inside,” allowing for more rooms 
  than the space could normally accommodate.
  Extra-dimensional rooms can be added to any 
  other stronghold at a cost of 5,000 gp per room – 
  plus the cost of any upgrade in the room. An 
  entire extra-dimensional hideout functions as a 
  normal hideout, but the base cost is doubled: 
  100,000 gp, plus 5,000 per extra room. Creating 
  such a space requires a magic-user who can cast
  Mordenkainen's Magnificent Mansion or 
  equivalent spell (of at least 7th-level).
  Strongholds
  Strongholds
  Stronghold
  Stronghold
  Construct.
  Construct.
  Cost
  Cost
  Construct.
  Construct.
   Time
   Time
  Maint. Cost
  Maint. Cost
   (day / month)
   (day / month)
  Skilled
  Skilled
   Hirelings
   Hirelings
  Unskilled
  Unskilled
   Hirelings
   Hirelings
   Estate
    25,000 gp
  150 days
    10 gp /    300 gp
  3
  15
   Hideout
    50,000 gp
  300 days
    10 gp /    300 gp
  *
   --
   Offices
      5,000 gp
    60 days
    10 gp /    300 gp
  4
    2
   Workshop
      5,000 gp
    60 days
    15 gp /    450 gp
  5
    3
  Ships
   Oceanliner
       50,000 gp
  300 days
    15 gp /    450 gp
  10
  10
   Skyliner
     150,000 gp
  1,000 days
    30 gp /    900 gp
  10
  10
   Yacht
         5,000 gp
  60 days
      5 gp /    150 gp
    3
   --
   Yacht, Flying
       15,000 gp
  100 days
    10 gp /    300 gp
    3
   --
  * See stronghold description
  Stronghold Upgrades
  Stronghold Upgrades
  Room
  Room
  Construct.
  Construct.
  Cost
  Cost
  Construct.
  Construct.
   Time
   Time
  Maint. Cost
  Maint. Cost
   (day / month)
   (day / month)
  Skilled
  Skilled
   Hirelings
   Hirelings
  Unskilled
  Unskilled
   Hirelings
   Hirelings
  Infirmary
  5,000 gp
  30 days
  none*
  0 or 2*
  --
  Library (per subj.)
  5,000 gp
  30 days
  none*
  0 or 2*
  --
  Workshop (per tool) 5,000 gp
  30 days
  none*
  0 or 2*
  --
  * See expansion description
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  Appendix. Æther Age Menagerie
  Appendix. Æther Age Menagerie
  The new monsters presented below are common to the Age of Æther. Many are Æther Age variants of well-
  known creatures, others are new or unique to the Industrial Age.
  Techno-Magical Constructs
  Techno-Magical Constructs
  Many of the new monsters presented here are techno-
  magical constructs – machines given an artificial 
  semblance of life by a bound spirit, much like a 
  golem. Unless otherwise noted, all creatures of the 
  “Construct” type in this appendix have the following 
  characteristics, in addition to those listed in their 
  individual stat blocks. Many are also resistant or 
  immune to bullets (see Bulletproof Monsters, below); 
  this will be noted with the creature's other features.
  All techno-magical constructs have the following 
  characteristics:
  Antimagic Susceptibility. Techno-magical 
  constructs are incapacitated by any effect that 
  deprives them of the mystical energy which animate 
  them, including entering a magic-dead area or 
  antimagic field, until moved outside of the effect. A 
  dispel magic spell or similar effect will cause a 
  techno-magical construct to “power down,” effectively 
  paralyzing it for 2 rounds per level of the spell slot 
  used, if it fails a Constitution saving throw against the 
  caster's spell save DC.
  Eldritch Machine. Techno-magical constructs don't 
  require air, food, drink, or sleep. They are considered 
  to be objects rather than creatures, for the purposes 
  of magic (including technomancy) and other effects. 
  They are immune to any condition or effect that 
  targets a creature's metabolic or psychological 
  processes – charm, paralysis, poison, sleep, etc. – or 
  which requires any kind of saving throw other than 
  Strength or Dexterity (and certain Constitution saves; 
  see below). 
  Immutable Form. A techno-magical construct is 
  immune to any spell or effect that would alter its form.
  Mechanical Constitution. Although normally 
  immune to physiological effects that require a 
  Constitution saving throw, constructs can be forced to
  make Constitution saving throws against effects that 
  would interfere with their normal functioning. A 
  shatter spell or similar effect has the normal results 
  on constructs caught in the area, and a failure on the 
  Constitution saving throw blinds a construct that relies
  on a lens or similar apparatus to see.
  Unhealing. Constructs can't recover lost hit points by 
  resting, medical treatment, or magical healing, but 
  must be repaired (p. 65) if damaged.
  Bulletproof Monsters
  Bulletproof Monsters
  Many monsters are traditionally very hard (if not outright impossible) to kill with bullets alone – golems, 
  slimes, undead, extra-planar entities, and others are often depicted as shrugging off hails of bullets. In order 
  to account for this element in an Æther Age campaign, the DM may choose to add resistance to bullets to any
  creature with one of the following types: Celestial, Construct, Elemental, Fey, Fiend, Ooze, Plant, or Undead. 
  Resistance to bullets cuts all damage from firearms by 75% (i.e. to 1/4 of the calculated value, rounded 
  down). This resistance applies whether from mundane or enchanted bullets, unless the bullets were specially 
  crafted to harm the creature (see below).
  Resistance, immunity, or vulnerability to piercing damage (or non-magic weapons) also applies normally to
  bullet damage. If a creature is resistant to both piercing and bullet damage, always use the better resistance 
  that applies to a given attack. For instance, a creature that's immune to non-magic weapons, resistant to 
  bullets, and resistant to piercing damage is takes no damage from non-magic arrows and bullets, 1/2  
  damage from magic arrows, and 1/4 damage from magic bullets.
  Bullets that are specially made to harm the specific kind of monster ignore this rule – such as a bullet of 
  slaying, a silver bullet fired at a devil or lycanthrope, and so on. Such bullets overcome damage resistance as
  would an arrow made with the same enchantment or substance type.
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  Blighted
  Blighted
  In areas of heavy industrial blight (p. 11), native 
  beasts, fey, and plants are often adversely affected by 
  prolonged exposure to the pollution. Such creatures 
  warp and twist into corrupted and malevolent versions
  of their former selves, often developing a burning 
  hatred for the things they once cherished and 
  protected. Blighted plants can spontaneously animate, 
  gaining the stats of awakened shrubs or trees. 
  Monstrous Mutations. A blighted creature's 
  appearance is like a charred and wizened version of a 
  standard creature of their type – hair or leaves are 
  patchy and wilted, teeth and nails are brown and 
  jagged, eyes glow sickly yellow or ghastly green. 
  Those with extraordinary abilities, particularly fey, 
  generally retain some version of those abilities – often
  toxic corruptions of the original. Some mutate further, 
  gaining additional hit dice, improved Armor Class or 
  ability scores, or appropriately noxious characteristics.
  Ill-Tempered. Blighted creatures are always evil, 
  but their evil is more like belligerent grouchiness than 
  scheming malevolence. They seldom venture out of 
  their despoiled homes, and although they might not 
  attack intruders on sight, they will begin any 
  encounter with an unfriendly tone. They escalate 
  quickly to open hostility if they become frustrated or 
  annoyed for any reason, and have no compunction 
  against violence or killing. Many enjoy destroying 
  things that remind them of what they once were, 
  though few are ambitious enough to seek such things 
  out.
  Blight-Bound. Having adapted so completely to 
  ubiquitous pollution, blighted creatures begin to 
  wither and die if they leave a blighted area. To them, 
  clean air is like heavy smog (p. 11), and unless they 
  are returned to a blighted area (or restored to their pre-
  blighted incarnation, such as by powerful magic), they
  will succumb to exhaustion and eventually die.
  Blighted creatures generally use the same statistics 
  as an unaffected creature, with the changes and 
  additions below.
  Blight Adaptation. Blighted creatures are completely
  immune to necrotic or poison damage, to being 
  poisoned in any way, and to the effects of smog. 
  They can see normally in light or heavy smog, and 
  have advantage on Dexterity (Stealth) rolls in blighted
  or smoggy areas.
  Feral Temperament. If a blighted creature's 
  Intelligence score was 10 or higher, it drops to 9; their
  Charisma score is cut in half. Their Wisdom score 
  increases by 2.
  Toxicity. Blighted creatures who use natural melee 
  attacks (bite, claws, slam, etc.) gain a poison damage
  rider on those attacks. Tiny and Small creatures add 
  1 poison damage; Medium creatures add 2 (1d4); 
  Large creatures add 3 (1d6); Huge creatures add 5 
  (2d4); and Gargantuan creatures add 7 (2d6).
  Spellcasting or Innate Spellcasting. Blighted 
  creatures with spellcasting abilities retain those 
  abilities, though their spell lists are altered to favor 
  magic of stench and corruption. If their spellcasting 
  ability was Intelligence or Charisma, it becomes 
  Wisdom instead.
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  Blighted Dryad
  Blighted Dryad
  A dryad whose grove or forest has succumb to blight 
  is wretched and tragic creature – and considerably 
  deadlier than her cousins, particularly if any of the 
  local blighted flora have awakened and joined her.
  Medium fey (blighted), neutral evil
  Armor Class 11 (16 with barkskin)
  Hit Points 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 11 (+0)
  9 (-1)
  18 (+4)
  9 (-1)
  Skills Perception +6, Stealth +5
  Damage Immunities necrotic, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Elvish, Sylvan
  Challenge 2 (450 XP)
  Blight Walk. A blighted dryad can't step through 
  healthy living trees as can her healthy sisters, but she
  can use 10 feet of her movement to vanish into a 
  bank of smog, a large puddle of polluted water, or a 
  blighted tree, and emerge from another such feature 
  within 60 feet of the first. She appears in an 
  unoccupied space within 5 feet of the destination. 
  Both blight features must be large enough for the 
  dryad to pass through, vanish into, etc.
  Innate Spellcasting. The dryad's innate spellcasting 
  ability is Wisdom (spell save DC 14). The dryad can 
  cast the following spells, without need for material 
  components:
  At will: poison spray
  3/day each: entangle, ray of sickness
  1/day each: barkskin, spike growth, stinking cloud
  Magic Resistance. The dryad has advantage on all 
  saving throws against spells and magic.
  Speak with Beasts and Plants. The dryad can 
  communicate with beasts and plants as if they shared
  a language, though they can sense her corruption, 
  and all but other blighted creatures will fear and shun 
  her.
  Actions
  Actions
  Blighted Gaze. The dryad chooses one humanoid or 
  beast that she can see within 30 feet of her. If the 
  target can see her, it must make a DC 14 Wisdom 
  saving throw, or be afflicted with a curse. Until the 
  curse ends, every successful attack by a blighted 
  creature inflicts an extra 1d4 poison damage against 
  the cursed creature. The curse can be ended by a 
  remove curse spell, by the dryad (as a free action at 
  will), or a short or long rest. A target who makes its 
  saving throw is immune to that dryad's Blighted Gaze 
  for the next 24 hours. The dryad can curse up to 
  three creatures at a time.
  Poison Spray. The dryad casts the poison spray 
  cantrip, forcing a creature within 10 feet of it to make 
  a Constitution saving throw (DC 14) or take 13 (2d12)
  poison damage.
  Blighted Rat
  Blighted Rat
  Rats live among the waste and pollution of a city, and 
  are among the first creatures to succumb to blight.
  Small beast (blighted), neutral evil
  Armor Class 12
  Hit Points 9 (2d6+2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2) 12 (+1)
  2 (-4)
  12 (+1)
  2 (-4)
  Damage Immunities necrotic, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages –
  Challenge 1/4 (50 XP)
  Keen Smell. Rats have advantage on Wisdom 
  (Perception) rolls that rely on smell.
  Pack Tactics. Rats have advantage on attack rolls 
  against a creature if at least one of the rat's (non-
  incapacitated) allies is within 5 feet of the creature.
  Actions
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) piercing damage plus 1 poison 
  damage.
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  Blighted Sprite
  Blighted Sprite
  The sprites who inhabit a blighted area lose their 
  goodhearted nature, along with their ability to see into
  the hearts of others. They gain a malicious streak a 
  mile wide, using their natural abilities to torment non-
  blighted creatures who invade their homes.
  Tiny fey (blighted), neutral evil
  Armor Class 15 (leather armor)
  Hit Points 5 (2d4)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  18 (+4) 10 (+0)
  9 (-1)
  14 (+2)
  6 (-3)
  Skills Perception +4, Stealth +8
  Damage Immunities necrotic, poison
  Condition Immunities poisoned
  Senses passive Perception 14
  Languages Common, Elvish, Sylvan
  Challenge 1/4 (50 XP)
  Actions
  Actions
  Longsword. Melee Weapon Attack: +2 to hit, reach 5
  ft., one target. Hit: 1 slashing damage plus 1 poison 
  damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 
  40/160 ft., one target. Hit: 1 piercing damage, and the
  target must make a Constitution saving throw (DC 
  10), taking 2 (1d4) poison damage and becoming 
  poisoned for 1 minute on a failure. Success halves 
  the poison damage and avoids the poisoned 
  condition.
  Invisibility. The sprite becomes invisible, along with 
  all its clothing and gear, until it attacks or loses its 
  concentration.
  Spooky Touch. The sprite must be invisible to use 
  this ability, and using it doesn't end the invisibility 
  effect. It sneaks up and touches a creature (no roll, 
  but the sprite must enter the target creature's space); 
  the creature must make a DC 10 Wisdom saving 
  throw or become frightened until the end of its next 
  turn.
  Blighted Tree
  Blighted Tree
  A tree in a blighted area, which either spontaneously 
  or magically awakened in a really foul mood. Its slam 
  attack is made with twisted and gnarly branches, 
  covered in sticky blight-soot which is smeared and 
  mashed into any wounds it causes.
  Huge plant (blighted), neutral evil
  Armor Class 13 (natural armor)
  Hit Points 59 (7d12+14)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6 (-2)
  15 (+2)
  9 (-1)
  12 (+1)
  3 (-4)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Damage Immunities necrotic, poison
  Condition Immunities poisoned
  Senses passive Perception 11
  Challenge 3 (700 XP)
  Actions
  Actions
  Gnarly Slam. Melee Weapon Attack: +6 to hit, reach 
  10 ft., one target. Hit: 14 (3d6+4) bludgeoning 
  damage plus 5 (2d4) poison damage.
  Other Blighted Creatures
  Other Blighted Creatures
  Some aberrations and monstrosities (cloakers,
  death dogs, otyughs, rust monsters, etc.) are 
  drawn to blighted areas, or perhaps are even 
  created as the result of natural creatures 
  succumbing to particularly nasty areas of blight. 
  Oozes might likewise be attracted, or might be 
  created as toxic chemicals mix in blighted 
  cesspools. Creatures that died of blight, or were 
  left to rot in a blighted area, could spontaneously 
  rise again as undead shadows or zombies. All 
  such blight-dwelling creatures are immune to 
  effects of smog at the very least, and can add the
  blighted features to be right at home in blight.
  Blights
  Blights
  Blights (Monster Manual, pp. 31-32) make 
  ideal blighted creatures, and not just because of 
  their name. In the same way that blighted trees 
  can spontaneously awaken, heavily polluted 
  woods can spawn blights. Such creatures 
  instinctively flock to, obey, and protect any 
  blighted fey or large plants in the area.
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  Swarm of Blighted Rats
  Swarm of Blighted Rats
  Even nastier and more vicious than their normal 
  counterparts, a swarm of blighted rats can be quite 
  aggressive.
  Medium swarm of Tiny beasts (blighted), neutral evil
  Armor Class 11
  Hit Points 31 (7d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  12 (+1) 11 (+0)
  2 (-4)
  12 (+1)
  2 (-4)
  Damage Resistances bludgeoning, piercing, 
  slashing
  Damage Immunities necrotic, poison
  Condition Immunities charmed, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained, stunned
  Senses darkvision 30 ft., passive Perception 11
  Languages –
  Challenge 1 (200 XP)
  Keen Smell. Rats have advantage on Wisdom 
  (Perception) rolls that rely on smell.
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny rat. The 
  swarm can't regain hit points or gain temporary hit 
  points.
  Actions
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm's space. Hit: 7 (2d6) piercing 
  damage plus 2 (1d4) poison damage, or 3 (1d6) 
  piercing damage plus 1 poison damage if the swarm 
  has half its hit points or fewer.
  Swarm of Blighted Ravens
  Swarm of Blighted Ravens
  A swarm of blighted ravens is aggressive and ill-
  tempered enough to attack small creatures, picking 
  pets clean to the bone in a matter of minutes.
  Medium swarm of Tiny beasts (blighted), neutral evil
  Armor Class 12
  Hit Points 31 (7d8)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  14 (+2) 11 (+0)
  3 (-4)
  12 (+1)
  6 (-2)
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, 
  slashing
  Damage Immunities necrotic, poison
  Condition Immunities charmed, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained, stunned
  Senses passive Perception 15
  Languages --
  Challenge 1 (200 XP)
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny raven. 
  The swarm can't regain hit points or gain temporary 
  hit points.
  Actions
  Actions
  Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target in the swarm's space. Hit: 7 (2d6) piercing 
  damage plus 2 (1d4) poison damage, or 3 (1d6) 
  piercing damage plus 1 poison damage if the swarm 
  has half its hit points or fewer.
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  Swarm of Blighted Sprites
  Swarm of Blighted Sprites
  Normal sprites don't swarm, but a group of at least a 
  dozen blighted sprites sometimes join into a vicious 
  cloud of tiny swords and bows.
  Medium swarm of Tiny fey (blighted), neutral evil
  Armor Class 15 (leather armor)
  Hit Points 36 (8d8)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  18 (+4) 10 (+0)
  9 (-1)
  14 (+2)
  6 (-3)
  Skills Perception +4, Stealth +8
  Damage Resistances bludgeoning, piercing, 
  slashing
  Damage Immunities necrotic, poison
  Condition Immunities charmed, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained, stunned
  Senses passive Perception 14
  Languages Common, Elvish, Sylvan
  Challenge 2 (450 XP)
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny sprite. 
  The swarm can't regain hit points or gain temporary 
  hit points.
  Actions
  Actions
  Longsword Flurry. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 7 (2d6) slashing damage 
  plus 2 (1d4) poison damage, or 3 (1d6) slashing 
  damage plus 1 poison damage if the swarm has half 
  its hit points or fewer.
  Shortbow Volley. Ranged Weapon Attack: +6 to hit, 
  range 40/160 ft., one target. Hit: 7 (2d6) piercing 
  damage, and the target must make a Constitution 
  saving throw (DC 12), taking 5 (2d4) poison damage 
  and becoming poisoned for 1 minute on a failure. 
  Success halves the poison damage and avoids the 
  poisoned condition.
  Invisibility. The swarm becomes invisible, until it 
  attacks or loses its concentration.
  Spooky Touch. The swarm must be invisible to use 
  this ability, and using it doesn't end the invisibility 
  effect. It surrounds a creature (no roll, but the swarm 
  must enter the target creature's space); the creature 
  must make a DC 12 Wisdom saving throw or become
  frightened until the end of its next turn.
  Blight Druid
  Blight Druid
  A druid who has succumbed to blight is as tragic as a 
  blighted fey – a hateful and vicious shadow of his 
  former self. Such wretched creatures often command 
  lesser blighted beasts and fey, allying with more 
  powerful fey and larger blighted creatures.
  Medium humanoid (blighted human), neutral evil
  Armor Class 16 (barkskin)
  Hit Points 65 (10d8+20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 14 (+2) 10 (+0) 18 (+4)
  8 (-1)
  Skills Perception +7, Stealth +4, Streetwise +7
  Damage Resistances non-magical bludgeoning, 
  piercing, and slashing (from stoneskin)
  Damage Immunities necrotic, poison
  Condition Immunities poisoned
  Senses passive Perception 16
  Languages Common, Elvish, Sylvan
  Challenge 6 (2,300 XP)
  Spellcasting. The druid's spellcasting ability is 
  Wisdom (spell save DC 13, +5 to hit with spell 
  attacks). The druid can cast the following spells:
  Cantrips (at will): druidcraft, mending, poison spray, 
  thorn whip
  1st level (4 slots): entangle, inflict wounds, ray of 
  sickness
  2nd level (3 slots): barkskin, heat metal, spike growth;
  blur, scorching ray
  3rd level (3 slots): call lightning, dispel magic; 
  gaseous form, stinking cloud
  4th level (3 slots): stoneskin, wall of fire; blight, fire 
  shield
  5th level (2 slots): contageon, insect plague; antilife 
  shell, cloudkill
  Actions
  Actions
  Blighted Claws. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6+2) slashing 
  damage plus 2 (1d4) poison damage.
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  Villainous Option: Circle of Blight
  Villainous Option: Circle of Blight
  Like the villainous class options presented in the Dungeon Master's Guide (pp. 96-97), the noxious druid 
  who has embraced the circle of blight is usually considered too irredeemably evil to be anything but an 
  antagonist. A blight druid has succumbed to the spreading blight not just in body, but in spirit. Like other 
  blighted creatures, he sinks into a pit of despair, and develops a loathing for all he once sought protect.
  A player may choose this option with DM approval, but such a character will be treated like a monster in 
  many places.
  Creature of the City
  Creature of the City
  A blight druid gains proficiency in the Streetwise skill, or double proficiency bonus if he has it already.
  Blight-Tainted
  Blight-Tainted
  Also starting at 2nd level, the druid begins to take on the traits of other blighted creatures. He loses 1 point
  of Charisma, but gains 1 point of Wisdom (max 20), immunity to the effects of smog, immunity to the 
  poisoned condition, and resistance to necrotic and poison damage. His hands twist into claws, giving him an 
  unarmed attack of (1d4 + Strength mod) slashing damage, plus 1 point of poison damage.
  Circle Spells
  Circle Spells
  The druid's connection to the blight allows him to cast certain spells, which are always druid spells for him,
  even if they don't appear on the druid spell list. Once he gains access to a circle spell (two each at 3rd, 5th, 
  7th, and 9th level), he always has it prepared, and it doesn't count against his prepared spells for the day.
  Upon taking this circle at 2nd level, the druid learns the poison spray cantrip, which does not count against
  the number of cantrips he knows. He loses access to cure wounds and healing word from the druid spells list,
  but gains access to inflict wounds and ray of sickness instead, which act as druid spells for him.
  Wild Swarm
  Wild Swarm
  Starting at 6th level, the blight druid can use the Wild Swarm ability, identical to the Circle of the City 
  (p. 23), except that he becomes a swarm of blighted rats or ravens, using the stats above.
  Blight-Consumed
  Blight-Consumed
  Upon reaching 10th level, the druid again loses 1 point of Charisma and gains 1 point of Wisdom. He also 
  gains complete immunity to disease, poison, airborne hazards (smoke, smog, spells like cloudkill and stinking
  cloud, green dragon breath, etc.), as well as necrotic damage. His claws twist farther, and his unarmed 
  damage increases to (1d6 + Strength mod) slashing damage, plus 1d4 poison damage. He also gains the 
  permanent effects of a barkskin spell – he can never have below AC 16, regardless of armor worn.
  Blighted Touch
  Blighted Touch
  Beginning at 14th level, the druid can afflict a creature with blight by touching it. The druid doesn't have to 
  make an attack roll, but must be within reach of the creature. The victim must make a Constitution saving 
  throw (DC = 8 + druid's Wisdom mod + proficiency bonus); failure results in the creature taking 21 (6d6) 
  points of poison damage, gaining a level of exhaustion, and becoming poisoned until cured (as by a lesser 
  restoration spell) or completing a long rest. Success on the saving throw means the creature takes half 
  damage, and isn't affected by the exhaustion or poisoned condition.
  The druid can do this a number of times equal to his Wisdom modifier (minimum once), and regains all 
  expended uses upon finishing a long rest.
  Circle of Blight Spells
  Circle of Blight Spells
  Druid Level
  Druid Level Circle Spells
  Circle Spells
  3rd
  blur, scorching ray
  5th
  gaseous form, stinking cloud
  7th
  blight, fire shield
  9th
  antilife shell, cloudkill
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  Clockwork Horror
  Clockwork Horror
  Originally from somewhere else – perhaps some mad 
  modron's science project, or the servitors of a lost race
  of tyrannical technomancers – clockworks horrors are 
  techno-magical constructs which resemble large 
  mechanical spiders.
  Self-Replicating Machines. There is no question 
  that clockwork horrors are machines, and not living 
  creatures, though there has been no documented 
  successful attempt to communicate with them. They 
  are also unquestionably intelligent – given a pile of 
  scrap metal, a single copper horror can construct 
  another copper horror in a matter of hours. Each one 
  will then begin construction of another, and another, 
  and so on. Soon there is a colony that will grow as 
  quickly as the copper horrors can get access to new 
  building materials.
  Hive Mind. Clockwork horrors communicate with 
  each other using some kind of coded ethereal signal, 
  which all other horrors within 1 mile can hear, but no 
  other being can understand. This allows them to 
  coordinate and plan as if they were one, directed by 
  the smartest horror present. Thus, the arrival or 
  construction of an electrum horror drastically 
  increases the deadliness of a clockwork horror hive. 
  Individuals have no sense of self or self-preservation, 
  and thus no fear other than concern for the hive. 
  However, each has an assigned role, and horrors that 
  aren't assigned to fight will try to escape rather than be
  destroyed.
  Tireless Conquerors. Although they've never sent 
  any kind of communication to signal their intent, there
  can be little mistake that clockwork horrors have one 
  overriding goal: make more clockwork horrors, using 
  any and all metal available. This puts them at odds 
  with any creature who is using that metal for 
  something else, and such conflicts will always end in 
  violence – the coppers will keep trying to strip and 
  salvage all metal they can find, and the silvers will 
  attack any creature that tries to stop them. They are 
  ruthless, calculating, endlessly patient, and utterly 
  devoid of emotion or concern for any other creatures.
  All clockwork horrors have the following 
  characteristics, in addition to those of other techno-
  magical constructs (p. 88).
  Coded Communications. Clockwork horrors 
  communicate with each other using an encrypted 
  ethereal signal that can't be perceived by any 
  creature whose perceptions don't extend to the 
  Ethereal Plane. Those that can perceive the signal 
  are aware only of a string of pulses, much like an 
  ethereal telegraph, but one that uses no known 
  language or code.
  Magic Resistance. Clockwork horrors have 
  advantage on saving throws vs. spells and magical 
  effects to which they aren't completely immune. This 
  cancels the normal disadvantage on a Constitution 
  saving throw against the shatter spell, which horrors 
  make without advantage or disadvantage.
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  Copper Horror
  Copper Horror
  The common worker horror looks like a squat 
  mechanical spider made of assorted scrap metal, 
  usually copper, tin, and steel. It's about the size of a 
  smallish dog, with four spider-like legs extending 
  from its abdomen, two stubby tool-arms below its 
  head, and a large multifaceted glass eye in front. It 
  ignores any creature that doesn't interfere with its 
  presently assigned task (by default, “find more metal 
  and build more horrors”), flees if attacked, and 
  generally only fights if cornered or commanded by a 
  superior horror.
  Small construct (techno-magical), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 18 (4d6+4)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 12 (+1) 12 (+1)
  5 (-3)
  10 (+0)
  5 (-3)
  Damage Resistances bludgeoning, slashing, and 
  piercing damage from non-magical weapons
  Damage Immunities electricity, poison, psychic
  Condition Immunities charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages can communicate with each other, and 
  understand but not speak Common
  Challenge 1/2 (100 XP)
  Tool Proficiency. All copper horrors are fitted with 
  some kind of tool, depending on their assigned task –
  repairs, salvage, mining, and so on. These tools are 
  incidentally what the horror uses for defense, but they
  are intended for the completion of the copper horror's 
  task.
  Repair Clockwork Horrors. Regardless of the tools 
  they are outfitted with, all copper horrors have the 
  tools to repair themselves and other clockwork 
  horrors. If a copper horror is aware of a damaged 
  clockwork horror (including itself), it will focus on 
  repairing it, and continue until there are no damaged 
  horrors around. A functional copper horror can 
  restore itself or another clockwork horror to full hit 
  points with a short rest, or repair a broken horror with 
  a long rest.
  Construct Clockwork Horrors. If given time and the 
  necessary materials – metal and sand, for the basic 
  models – a copper horror can construct additional 
  clockwork horrors. The constructed horrors depend 
  on the kind of metal available; “copper” and “silver” 
  horrors can be constructed from scrap metal, while 
  more advanced models require a source of precious 
  metals to build the techno-magical logic centers that 
  imbue them with greater intelligence. Construction 
  takes 2 hours per hit die of the horror being built; 
  each copper will usually work on a separate build, 
  though they can cut construction time by cooperating 
  – divide the time by the number of copper horrors 
  working together on a particular build. Typically, a 
  lone copper horror will begin by constructing 
  additional coppers, and each of the newly constructed
  coppers will immediately set to work building copper 
  or silver horrors, about half and half. Once there are 
  enough silvers to defend the coppers, and secure a 
  source of precious metals, they will construct an 
  electrum horror to direct the new colony.
  Actions
  Actions
  Tool. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 4 (1d6+1) bludgeoning, piercing, or 
  slashing damage (depending on the type of tool).
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  Electrum (Gilded) Horror
  Electrum (Gilded) Horror
  The leader of a small groups of horrors – new colony, 
  exploration or salvage party, etc. – is considerably 
  more intelligent than its common counterparts. Where 
  copper horrors will always try to keep working, and 
  silver horrors will always defend the coppers and the 
  hive, electrum horrors will make ruthless tactical 
  decisions when the group or mission is imperiled. And
  all lesser horrors obey without question or hesitation.
  An electrum horror isn't actually made of electrum,
  but usually steel with golden runes inset, giving it a 
  silver-gold sheen. It otherwise resembles a silver 
  horror, with a few pressure valves and a slightly larger
  abdomen to accommodate a small magical boiler, and 
  a steam-powered bolt caster in place of the silver's 
  spring-loaded one.
  Small construct (techno-magical), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 44 (8d6+16)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 12 (+1)
  Damage Resistances fire; bludgeoning, slashing, 
  and piercing damage from non-magical weapons
  Damage Immunities electricity, poison, psychic
  Condition Immunities charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages can communicate with each other, and 
  understand but not speak Common
  Challenge 4 (1,100 XP)
  Scorching Body. An electrum horror's abdomen 
  contains a hot boiler, and touching its body with 
  natural or unarmed melee attacks, grappling, or 
  entering the horror's space causes 3 (1d6) fire 
  damage from contact with scorching hot metal.
  Actions
  Actions
  Multiattack. The horror attacks twice, with any 
  combination of its built-in weaponry.
  Buzz-Blade. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 9 (2d6+2) slashing damage.
  Steam Caster. Ranged Weapon Attack: +4 to hit, 
  range 40/160, one target. Hit: 9 (2d6+2) piercing 
  damage plus 2 (1d4) fire damage.
  Steam Blast (Recharge 5-6). The horror releases a 
  blast of steam from its bolt caster, creating a line 5 
  feet wide and 20 feet long. Any creature caught in the
  blast takes 21 (6d6) fire damage, or half on a 
  successful DC 12 Dexterity saving throw.
  Silver (Steel) Horror
  Silver (Steel) Horror
  Slightly larger than worker horrors (but still Small), 
  silvers are the warriors who defend the coppers as 
  they work. They resemble coppers in general form, 
  but the abdomen is lower and flatter, the legs slightly 
  longer, and the forearms are fitted with clearly lethal 
  weapons – a buzzing saw blade and a spring-loaded 
  bolt caster. Like “electrum” horrors, they aren't 
  actually made of solid precious metal; copper horrors 
  construct them from whatever metal is available, 
  preferring steel (giving them their silver appearance), 
  but using iron, brass, or even scrap metal.
  Small construct (techno-magical), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 33 (6d6+12)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 14 (+2)
  8 (-1)
  12 (+1)
  8 (-1)
  Damage Resistances bludgeoning, slashing, and 
  piercing damage from non-magical weapons
  Damage Immunities electricity, poison, psychic
  Condition Immunities charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages can communicate with each other, and 
  understand but not speak Common
  Challenge 2 (450 XP)
  Actions
  Actions
  Multiattack. The horror attacks twice, with any 
  combination of its built-in weaponry.
  Buzz-Blade. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 7 (2d4+2) slashing damage.
  Spring Caster. Ranged Weapon Attack: +4 to hit, 
  range 30/120, one target. Hit: 7 (2d4+2) piercing 
  damage.
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  Clockwork Servitors
  Clockwork Servitors
  These techno-magical constructs are built by an 
  engineer who specializes in the creation of such 
  mechanical servitors. They are most often encountered
  in the service of their creators, or occasionally as 
  guards or muscle for the wealthy.
  Mindless Automatons. Clockwork servitors are 
  machines, and have no self awareness or initiative of 
  any kind. Although they can see and hear their 
  surroundings, and understand commands from their 
  owner, they don't react to any attempt to communicate
  by other creatures. They don't feel, opine, emote, or 
  speak, but simply execute their latest command to the 
  best of their ability.
  Modifiable Machines. As machines, clockwork 
  servitors can be taken apart and rebuilt with slightly 
  different components. Each has a handful of options, 
  listed with the servitor's statistics below, that can be 
  switched out to optimize the construct of the task at 
  hand. Inventive engineers will no doubt come up with 
  additional modifications and variations.
  Unthinking Loyalty. Clockwork servitors are 
  completely immune to being charmed, frightened, 
  intimidate, persuaded, otherwise convinced to act 
  against their orders or their creator. Short of taking 
  control over the construct's body with a spell like 
  control machine, nothing can cause them to attack the 
  creature that they are beholden to.
  As techno-magical constructs, all clockwork 
  servitors have the following characteristics:
   Eldritch Machine. Techno-magical constructs don't 
  require air, food, drink, or sleep. They are considered 
  to be objects rather than creatures, for the purposes 
  of magic (including technomancy) and other effects. 
  They are immune to any condition or effect that 
  targets a creature's metabolic or psychological 
  processes – charm, paralysis, poison, sleep, etc. – or 
  which requires any kind of saving throw other than 
  Strength or Dexterity (and certain Constitution saves; 
  see below). However, any effect that deprives them of
  the mystical energy which animate them, including 
  entering a magic-dead area or antimagic field, causes
  them to instantly lose power and become dormant 
  (effectively unconscious), until moved outside of the 
  effect.
  Immutable Form. A techno-magical construct is 
  immune to any spell or effect that would alter its form.
  Mechanical Constitution. Although normally 
  immune to physiological effects that require a 
  Constitution saving throw, constructs can be forced to
  make Constitution saving throws against effects that 
  would interfere with their normal functioning. A dispel 
  magic spell or similar effect will cause a magical 
  construct to “power down,” effectively paralyzing it for 
  2 rounds per level of the spell slot used, if it fails a 
  Constitution saving throw. A shatter spell or similar 
  effect has the normal results on constructs caught in 
  the area, and a failure on the Constitution saving 
  throw blinds a construct that relies on a lens or similar
  apparatus to see.
  Unhealing. Constructs can't recover lost hit points by 
  resting, medical treatment, or magical healing, but 
  must be repaired (using the rules on p. 65). If the 
  engineer that created the construct conducts the 
  repairs, spare parts come from his gadget loadout, 
  and cost him nothing.
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  Clockwork Familiar
  Clockwork Familiar
  Similar in form and function to a mage's familiar, but 
  mechanical. Popular bodies include cats, owls, 
  spiders, and miniature dragons. A clockwork familiar 
  is seldom encountered on its own, unless its on some 
  kind of errand for its master; otherwise, its most often 
  found in the company of a clockwork engineer. (At 
  the DM's option, a wizard who chooses the 
  Technomancy college can choose to summon a 
  clockwork familiar with the find familiar spell.)
  Tiny construct (techno-magical), unaligned
  Armor Class 13
  Hit Points 13 (3d4+6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3) 14 (+2)
  8 (-1)
  10 (+0)
  8 (-1)
  Skills Stealth +4
  Damage Resistances bullets, cold
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses passive Perception 10
  Languages understands creator's language but can't 
  speak
  Challenge 1/4 (50 XP)
  Modular Abilities. The engineer that created the 
  familiar can make modifications during downtime, 
  swapping out components to give the construct 
  different capabilities.
  A clockwork familiar can have one of the following 
  modes of movement at any given time:
  • Amphibious (swim 30 ft.)
  • Spider legs (climb 30 ft., broad jump 20 ft.)
  • Wings (fly 60 ft.)
  A clockwork familiar can have one of the following 
  tools or weapons at any given time:
  • Blow torch (1d4 fire)
  • Cutting tool (1d4 slashing)
  • Tools (detective's, engineering, or thieves')
  Assistant. A familiar fitted with the right kind of tools 
  can assist its master in crafting or repairs, adding 
  work equivalent to 2 gp value per day.
  Thieves' Tools. A familiar fitted with thieves' tools 
  can attempt to open mechanical locks or disarm traps
  that you know about. It rolls using its own Dexterity 
  modifier and your proficiency bonus.
  Actions
  Actions
  Blow Torch. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 5 (1d4+3) fire damage.
  Cutting Tool. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 5 (1d4+3) slashing damage.
  Flee. The familiar can take a Dash, Disengage, or 
  Hide action as a bonus action on its turn.
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  Mechanical Warrior
  Mechanical Warrior
  Also sometimes called a tin soldier – a human-sized 
  and shaped mechanical man with a gun (or two guns, 
  a sword, two swords, etc.) Clunky, loud, and 
  unmistakable artificial, it isn't capable of anything 
  much more complicated than combat or guard duty, 
  though it can be useful (and occasionally amusing) to 
  send it clanking down an unknown hallway, “looking”
  for traps.
  Medium construct (techno-magical), unaligned
  Armor Class 12
  Hit Points 52 (7d10+14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 14 (+2)
  8 (-1)
  10 (+0)
  8 (-1)
  Damage Resistances bullets, cold
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses passive Perception 10
  Languages understands creator's language but can't 
  speak
  Challenge 1 (200 XP)
  Modular Armaments. A mechanical warrior's 
  armaments are mounted, so can't be disarmed, taken
  away, or loaned out. The engineer that created the 
  warrior can make modifications during downtime, 
  swapping out weapons to give the construct different 
  capabilities. A mechanical warrior can have one of 
  the following weapon loadouts at a given time:
  • Dual scimitars
  • Dual light revolvers
  • Heavy shotgun
  • Longsword and Shield (+2 to AC)
  • One light revolver, one scimitar
  Bodyguard. A mechanical warrior can be 
  commanded to protect its owner or another creature 
  designated by the owner. In this case, it will stand 
  near the protected creature, and attack the nearest 
  creature attempting to attack the subject. If it has a 
  shield, it can use its reaction to impose disadvantage 
  on one attack against the subject per turn, per the 
  Protection fighting style (Player's Handbook, p. 72).
  Actions
  Actions
  Dual-Weapon Attack. The warrior makes a dual 
  weapon attack with its revolvers and/or scimitars.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 6 (1d8+2) slashing damage.
  Revolver. Ranged Weapon Attack: +4 to hit, range 
  80/240 ft., one target. Hit: 7 (2d6) piercing damage.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6+2) slashing damage.
  Shotgun. Ranged Weapon Attack: +4 to hit, range 
  100/200 ft., one target. Hit: 10 (4d4) piercing damage.
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  Elemental, Boiler
  Elemental, Boiler
  Elemental engines (p. 7) have brought several new or previously obscure kinds of elemental spirits into 
  common awareness and usage. Except where noted, these elementals follow all of the same rules as typical 
  elementals, and can be summoned or affected by the same kinds of magic, etc.
  Smoke Elemental
  Smoke Elemental
  A smoke elemental is a hybrid air/fire element 
  (sometimes called a para-elemental), typically the 
  unintended byproduct of an elemental engine, often 
  due to a boiler explosion or some other calamity. As 
  such, they are seldom wanted by the creators, though 
  they can be summoned by spellcasters like other 
  elementals. While not evil per se, smoke elementals 
  share the capricious streak of fire elementals, smugly 
  watching rooms full of coughing creatures scramble 
  for the exits.
  Large elemental, chaotic neutral
  Armor Class 13
  Hit Points 114 (12d10+48)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 16 (+3) 18 (+4)
  6 (-2)
  10 (+0) 10 (+0)
  Damage Vulnerabilities cold
  Damage Resistances fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, Ignan
  Challenge 5 (1,800 XP)
  Smoke Form. The elemental can move through a 
  space as narrow as 1 inch wide without squeezing, 
  and can enter a hostile creature's space and stop 
  there. A creature that begins its turn in the same 
  space as the elemental has its vision reduced to 10 
  feet, and must make a Constitution saving throw (DC 
  14) or be stricken blind and coughing (poisoned) until 
  the beginning of its next turn.
  Wind Susceptibility. A gust of wind spell or similarly 
  strong blast of wind can disperse some of the 
  elemental's body. It has disadvantage on the Strength
  saving throw against such an effect, and takes 4d6 
  force damage per turn it spends in the path of such a 
  wind (half on a successful save).
  Actions
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6+3) bludgeoning damage plus 
  3 (1d6) fire damage.
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  Steam Elemental
  Steam Elemental
  The primary kind of elemental bound into an 
  elemental engine and/or pipework is a steam 
  elemental – a hybrid fire/water elemental that's 
  somewhat less capricious and destructive than a fire 
  elemental, but able to work more efficiently than a 
  water elemental. Steam elementals are still deadly to 
  be near, and an engineering accident may result in 
  injuries and deaths even if the steam elemental 
  remains entirely calm and cooperative.
  Large elemental, lawful neutral
  Armor Class 13
  Hit Points 102 (12d10+36)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 17 (+3) 16 (+3)
  6 (-2)
  10 (+0)
  6 (-2)
  Damage Vulnerabilities cold
  Damage Resistances acid, lightning, thunder; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan, Ignan
  Challenge 5 (1,800 XP)
  Steam Form. The elemental can move through a 
  space as narrow as 1 inch wide without squeezing. A 
  creature that touches the elemental or hits it with a 
  melee attack while within 5 feet of it takes 5 (1d10) 
  fire damage. The elemental can also enter a hostile 
  creature's space and stop there; the first time the 
  elemental enters a creature's space in a turn, and 
  each time the elemental begins its turn in the same 
  space as another creature, that creature takes 5 
  (1d10) fire damage. This fire damage doesn't ignite 
  flammable materials.
  Freeze. If the elemental takes cold damage, some of 
  the vapor that makes up its body freezes, and its 
  speed is reduced by 20 feet until the end of its next 
  turn.
  Actions
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8+3) fire damage. This fire 
  damage doesn't ignite flammable materials.
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  Ethereal Spider
  Ethereal Spider
  Phase spiders are only the most common (and least 
  deadly) of a variety of predatory ethereal spiders. 
  Some are roving hunters, stalking suitable prey from 
  the Ethereal Plane, while others construct giant webs 
  in the Border Ethereal, ensnaring unwary travelers.
  Patient Predators. Ethereal spiders can go for 
  months between meals, living off of cocooned or 
  mummified leftovers, lurking motionlessly in wait for 
  a juicy creature to come close enough to pounce or 
  ensnare. Although they aren't malicious or evil per se, 
  they are apex predators and remorseless killers, 
  eagerly preying on any edible creature they can find.
  Unseen Stalkers. When ethereal, these spiders are 
  invisible from the Material Plane to any creature that 
  can't see into the Ethereal Plane. They are fully aware 
  of this fact, and they use it to their advantage when 
  hunting.
  Collectors of Souls. An ethereal spider's lair is 
  littered with the remains of their victims – cocooned 
  husks, sucked dry of their vitality. The souls of these 
  victims are often trapped within the lair as specters.
  All ethereal spiders have the following 
  characteristics:
  Ethereal Crawl. Once per turn, by using 20 feet of its
  movement, an ethereal spider can magically shift 
  from the Ethereal Plane to the Material Plane, or vice 
  versa. This allows them to automatically gain surprise
  when attacking material targets who can't detect 
  Ethereal creatures.
  Spider Climb. Spiders can walk up walls, across 
  ceilings, and over difficult surfaces without an ability 
  check.
  Web Walker. Spiders ignore movement restrictions 
  caused by webs.
  Ethereal Recluse
  Ethereal Recluse
  A hunting spider that resembles a tiger-sized brown 
  recluse – gray-brown “fur” over its legs and body, and
  a low, slender abdomen, marked with distinctive 
  absinthe-green patterns on its back. It has powerful 
  hind legs, capable of propelling the spider through 
  amazing leaps and deadly pounces.
  Large monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 75 (10d10+20)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 14 (+2)
  6 (-2)
  12 (+1)
  6 (-2)
  Skills Stealth +6, Perception +4
  Senses darkvision 120 ft., passive Perception 14
  Languages --
  Challenge 5 (1,800 XP)
  Jumping Spider. The recluse has a standing long 
  jump of 40 feet, and a standing high jump of 20 feet. 
  A running start has no effect on these numbers.
  Actions
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6+3) piercing damage, and a living 
  victim must make a DC 13 Constitution saving throw. 
  Failure results in 18 (4d8) poison damage and a level 
  of exhaustion; success halves the damage and 
  escapes the exhaustion.
  Pounce. The spider leaps at a victim, attempting to 
  knock it over for a killing bite. The spider must 
  complete a long jump of at least 20 feet, which ends 
  in the target's space, and make an ordinary melee 
  attack roll (+6 to hit, reach 5 ft., one target). The jump 
  can begin in the Ethereal Plane and end in the 
  Material Plane; if so, the spider has advantage on the
  pounce's attack roll (but not on the attack roll for the 
  bonus bite). If it hits, the target takes 7 (1d8+3) 
  bludgeoning damage, and must make a DC 13 
  Strength saving throw; failure results in the creature 
  being knocked prone, and the spider making a bonus 
  bite attack against the unfortunate victim.
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  Ethereal Widow
  Ethereal Widow
  A massive web spider the size of an elephant, with a 
  bulbous, glossy black abdomen, long spindly legs, and
  a large blood red rune-like marking on its underside. 
  They build webs near places where the the borders 
  between worlds are thin, lurking in wait for suitable 
  prey.
  Huge monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 114 (12d12+36)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 13 (+1) 16 (+3)
  7 (-2)
  12 (+1)
  6 (-2)
  Skills Stealth +4, Perception +4
  Senses darkvision 120 ft., passive Perception 14
  Languages --
  Challenge 6 (2,300 XP)
  Ethereal Web. The spider's web in the Border 
  Ethereal is much larger than the creature itself, and 
  can ensnare creatures or objects up to Gargantuan in
  size. Material creatures or objects which become 
  entangled in the web can be pulled into the Ethereal 
  Plane. To do so, the spider must enter the space of a 
  creature or object which is restrained by its webbing, 
  and then use an action to phase both itself and the 
  victim into the Ethereal Plane. Once there, the victim 
  is trapped in the Border Ethereal until it can break 
  free of the webbing and find a way back to the 
  Material Plane. Leaping on the back of an ethereal 
  spider as it phases into the Material Plane requires a 
  successful grapple attack on the spider.
  Actions
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8+5) piercing damage, and a living 
  victim must make a DC 14 Constitution saving throw. 
  Failure results in 27 (6d8) poison damage and a level 
  of exhaustion; success halves the damage and 
  escapes the exhaustion.
  Web (Recharge 4-6). Ranged Weapon Attack: +4 to 
  hit, range 40/60 ft., one creature. Hit: The target is 
  restrained by webbing. As an action, a restrained 
  creature can attempt a DC 14 Strength check to burst
  the webbing. The webbing can also be attacked (AC 
  10; hp 10; vulnerability to fire damage; immunity to 
  bludgeoning, piercing, poison, or psychic damage).
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  Goblin
  Goblin
  Goblins are adaptive creatures, long used to eking out 
  a salvaged and scavenged existence among larger and 
  meaner creatures. While they've never been at the 
  vanguard of learning, magic, or technology, they 
  patiently follow in where others have gone, salvaging 
  and scavenging what they can.
  Goblin Scavenger
  Goblin Scavenger
  A typical goblin, but with a shotgun, a wrench, and a 
  habit of disassembling machines to steal their parts.
  Small humanoid (goblinoid), neutral evil
  Armor Class 14 (studded leather armor)
  Hit Points 13 (3d6+3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2) 12 (+1) 10 (+0) 10 (+0)
  8 (-1)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Nimble Escape. As for ordinary goblins (Monster 
  Manual, p. 166).
  Tool Proficiency. The goblin is proficient with one 
  kind of engineering tools (clockmaker's, gunsmith's, 
  or mechanic's).
  Actions
  Actions
  Both Barrels. The goblin unloads both barrels, 
  making two attacks with its shotgun against a single 
  target.
  Revolver. Ranged Weapon Attack: +4 to hit, range 
  80/240 ft., one target. Hit: 9 (2d6+2) piercing damage.
  Shotgun. Ranged Weapon Attack: +4 to hit, range 
  50/100 ft., one target. Hit: 9 (3d4+2) piercing damage.
  Tool (hammer, wrench, etc.). Melee Weapon 
  Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2)
  bludgeoning damage.
  Goblin Tech Shaman
  Goblin Tech Shaman
  No bigger or meaner than a typical goblin, but a lot 
  smarter, the tech shaman has pieced together a 
  respectable set of techno-magical skills.
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (chain shirt)
  Hit Points 21 (6d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2) 10 (+0) 13 (+1) 14 (+2)
  8 (-1)
  Skills Perception +4, Technology +3
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Nimble Escape. As for ordinary goblins (Monster 
  Manual, p. 166).
  Spellcasting. The goblin shaman is a 6th-level 
  spellcaster, whose spellcasting ability is Wisdom 
  (spell save DC 12, +4 to hit with spell attacks. It has 
  the following tech shaman spells prepared:
  Cantrips (at will): blade ward, mending, thorn whip
  1st level (4/day): detect magic, fog cloud, shrapnel
  2nd level (3/day): conjure burst, heat metal, shatter
  3rd level (3/day): animate junk, lightning arrow
  Actions
  Actions
  Revolver. Ranged Weapon Attack: +4 to hit, range 
  80/240 ft., one target. Hit: 9 (2d6+2) piercing damage.
  Lightning Bullets. Ranged Weapon Attack: +4 to hit,
  range 80/240 ft., one target. Hit: 18 (4d8) lightning 
  damage, or half that on a miss. Each creature within 
  10 feet of the target takes 9 (2d8) lightning damage, 
  or half that with successful Dexterity saving throw.
  Thorn Whip. Melee Spell Attack: +4 to hit, reach 30 
  ft., one target. Hit: 7 (2d6) piercing damage, and a 
  Large or smaller creature is pulled 10 feet closer to 
  the goblin.
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  Golem, War
  Golem, War
  As fearsome war machines have taken over the battlefield – steam tanks, flying ironclads, etc. – the art of 
  golem-making has likewise advanced to create massive and deadly engines of destruction.
  In addition to the properties common to all techno-magical constructs (see p. 88), war golems have the 
  following characteristics.
  Immutable Form. War golems are immune to spells or effects that would alter their form.
  Magic Resistance. All war golems have advantage on all saving throws against spells and magical effects.
  Magic Weapons. A war golem's built-in weaponry is magical.
  Siege Monster. War golems inflict double damage to objects (including vehicles) and structures.0
  Dreadnaught Golem
  Dreadnaught Golem
  Towering over even the mighty iron golems of the 
  ancient world, the dreadnaught golem is the ultimate 
  giant killing machine. The golem's thick armored 
  body contains its ammunition stores and elemental 
  engine; one arm wields a massive iron hammer that 
  can bash open a steam tank, and the other mounts a 
  deadly cannon or other area weapon. A pair of squat 
  thick legs, driven by rows of powerful gears, crush 
  battlefield obstacles that get in its way as it plods 
  forward.
  Huge construct (techno-magical), unaligned
  Armor Class 20 (natural armor)
  Hit Points 230 (20d12+100)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  9 (-1)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  Damage Resistances cold, fire, lightning; 
  bludgeoning, piercing, and slashing attacks not 
  made with adamantine weapons
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands creator's language but can't 
  speak
  Challenge 16 (15,000 XP)
  Weapon Mount. In addition to the siege hammer that
  all dreadnaught golems are equipped with, each 
  golem has one of the following weapons mounted: 
  Alchemical Spray (capable of delivering one kind of 
  damage, acid, cold, fire, or poison); Cannon; or 
  Machine Gun.
  Actions
  Actions
  Multiattack. The golem makes two melee attacks 
  with its siege hammer.
  Alchemical Spray (Recharge 5-6). The golem uses 
  its built-in alchemical siphon to spray a damaging 
  alchemical substance in a 15-foot cone. All creatures 
  caught in the area take 45 (10d8) points of damage of
  a type appropriate to the substance used (acid, cold, 
  fire, or poison); a creature who makes a successful 
  DC 18 Dexterity saving throw takes half damage.
  Cannon (Recharge 5-6). The golem fires its built-in 
  cannon at a point within 200 feet of itself, inflicting 45 
  (10d8) points of bludgeoning damage on all creatures
  within a 20-foot sphere centered on the impact point. 
  A creature who makes a successful DC 18 Dexterity 
  saving throw takes half damage.
  Machine Gun (Recharge 3-6). The golem fires its 
  built-in machine gun in a 100-foot line that is 5 feet 
  wide, inflicting 22 (5d8) points of piercing damage on 
  all creatures caught in the line. A creature who makes
  a successful DC 18 Dexterity saving throw takes half 
  damage.
  Siege Hammer. Melee Weapon Attack: +15 to hit, 
  reach 10 ft., one target. Hit: 26 (3d10+10) 
  bludgeoning damage.
  Trample. If the golem moves through a Medium or 
  smaller creature's space, that creature must make a 
  DC 18 Dexterity saving throw or take 32 (5d12) 
  bludgeoning damage as if from a collision (p. 61). The
  tank takes no damage in the collision.
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  Juggernaut Golem
  Juggernaut Golem
  “Only” the size of a sturdy war horse, a juggernaut 
  golem is relatively small by Æther Age war machine 
  standards. It's shaped somewhat like a short, thick 
  battering ram with arms and legs; its legs resemble 
  nothing so much as the chugging pistons of a 
  locomotive, as it hurtle headlong toward an enemy 
  vehicle or structure. For things that it can't ram into, it 
  has a massive flail mounted to one arm, and a spring-
  loaded grenade launcher on the other.
  Large construct (techno-magical), unaligned
  Armor Class 18 (natural armor)
  Hit Points 157 (15d10+75)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  9 (-1)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  Damage Resistances cold, fire, lightning; 
  bludgeoning, piercing, and slashing attacks not 
  made with adamantine weapons
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands creator's language but can't 
  speak
  Challenge 11 (7,200 XP)
  Unstoppable Force. The golem has advantage on 
  any Strength roll, contest, or saving throw made to 
  breaks free from grappling or restraints, avoid being 
  knocked prone, or otherwise overcome impediments 
  to its movement. It also has resistance to all damage 
  from collisions (p. 61).
  Actions
  Actions
  Multiattack. The golem makes two melee attacks 
  with its flail.
  Flail. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 20 (3d8+7) bludgeoning damage.
  Grenade Launcher (Recharge 5-6). The golem fires 
  its built-in grenade launcher at a point within 120 feet 
  of itself, inflicting 36 (8d8) points of bludgeoning 
  damage on all creatures within a 20-foot sphere 
  centered on the impact point. A creature who makes 
  a successful DC 17 Dexterity saving throw takes half 
  damage.
  Ram. When moving in a more or less straight line, the
  golem can use the rules for ramming (p. 61) to collide
  with any creature whose space it moves through. If it 
  takes any action other than a Dash, all collision 
  damage is halved during that turn.
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  Gremlin
  Gremlin
  While some fey and fey-blooded have retreated into 
  the Feywild in the face of technology's march (see 
  The Elven Retreat, p. 13), and others have succumbed 
  to pollution and blight (p. 11), the Æther Age also 
  given birth to new kinds of fey spirits. Gremlins are 
  dark faerie tricksters that are closely related to pixies 
  – naturally invisible, irresistibly mischievous, and 
  (nominally) non-violent.
  Unseelie Fey. Gremlins couldn't be farther from 
  their pixie cousins in appearance: goblin-like, with 
  gray skin, pointed ears, gargoylish features, beady 
  black eyes, and a disconcertingly wide yellow-toothed
  grin. They are often dressed in a dirty caricature of a 
  technician's work clothes, though their ensemble is 
  seldom glimpsed by mortal eyes due to their natural 
  invisibility.
  Malicious Tricksters. While they will never attack 
  another creature directly, and their pranks are never 
  deliberately lethal, they delight in lurking about 
  invisibly in places where their innate spells can wreak 
  lots of havoc. They aren't simply oblivious to the 
  chaos that their pranks create; they actively enjoy it, 
  and they aren't worried about the damage and 
  casualties their delightful chaos might inflict.
  Bullies and Cowards. No matter how much trouble
  and pain their tricks cause, gremlins don't see what 
  they are doing as “violence” – they aren't attacking 
  anyone, they're just having fun! If directly attacked or 
  otherwise engaged in combat, they will try to use their
  magical abilities to drive the attackers off, or flee if 
  they feel genuinely threatened.
  Gremlin
  Gremlin
  Tiny fey, chaotic neutral
  Armor Class 14
  Hit Points 10 (3d4+3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  18 (+4) 13 (+1) 15 (+2) 14 (+2)
  6 (-2)
  Skills Stealth +6, Technology +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 1/2 (100 XP)
  Magic Resistance. The gremlin has advantage on all
  saving throws against spells or magical effects.
  Innate Spellcasting. The gremlin's innate 
  spellcasting ability is Intelligence (spell save DC 12). 
  It can cast the following spells, requiring no material 
  components:
  At will: mage hand
  1/day each: breakdown, circle of sputtering, dispel 
  magic, haywire, inflict damage, machine jinx, mind of 
  its own, misfire
  Actions
  Actions
  Machine Step. Once on its turn, the gremlin can use 
  10 feet of its movement to magically step into a 
  machine of at least Small size that is within its reach, 
  and emerge from another machine (at least Small) 
  that's within 60 feet of the first machine. It appears in 
  an unoccupied space within 5 feet of the destination 
  machine.
  Superior Invisibility. The gremlin, and anything its 
  wearing or carrying, becomes magically invisible until 
  its concentration ends.
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  Hobgoblin
  Hobgoblin
  The militaristic society of hobgoblins took to certain 
  Æther Age developments immediately – specifically, 
  repeating firearms and tactical explosives. This has 
  made them considerably more deadly, particularly 
  when encountered in enough numbers to make use of 
  advanced military tactics.
  Hobgoblin Rifleman
  Hobgoblin Rifleman
  A rank-and-file hobgoblin with a typical infantry 
  loadout.
  Medium humanoid (goblinoid), lawful evil
  Armor Class 15 (plated field jacket)
  Hit Points 16 (3d8+3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
  9 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Martial Advantage. As for ordinary hobgoblins 
  (Monster Manual, p. 186).
  Actions
  Actions
  Bayonet. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 5 (1d8+1) piercing damage.
  Carbine. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 10 (2d8+1) piercing 
  damage.
  Grenade. Once per combat, the hobgoblin can throw 
  a hand grenade at a point up to 60 feet away from 
  itself. All creatures within 20 feet of the impact point 
  must make a DC 15 Dexterity saving throw or take 17
  (5d6) points of bludgeoning damage; a successful 
  save halves the damage.
  Hobgoblin Sergeant-at-Arms
  Hobgoblin Sergeant-at-Arms
  A small unit commander, likely in charge of a squad 
  of hobgoblin riflemen.
  Medium humanoid (goblinoid), lawful evil
  Armor Class 16 (plated field jacket)
  Hit Points 39 (6d8+12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Martial Advantage. As for hobgoblin captains 
  (Monster Manual, p. 186).
  Actions
  Actions
  Multiattack. The hobgoblin makes two weapon 
  attacks.
  Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8+2) piercing damage.
  Carbine. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 11 (2d8+2) piercing 
  damage.
  Grenade. Once per combat, the hobgoblin can throw 
  a hand grenade at a point up to 60 feet away from 
  itself. All creatures within 20 feet of the impact point 
  must make a DC 15 Dexterity saving throw or take 17
  (5d6) points of bludgeoning damage; a successful 
  save halves the damage.
  Leadership. As for hobgoblin captains (Monster 
  Manual, p. 186).
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  Junk Spirit
  Junk Spirit
  Similar to an elemental, a junk spirit is a magically or 
  spontaneously created spirit which inhabits and 
  animates a specific kind of material – in this case, 
  scrap metal and other industrial age junk. They appear
  to be roughly humanoid (or occasionally quadrupedal)
  creatures made literally out of mismatched metal 
  scraps and broken machine parts, held together and 
  given false life by magic. No two look exactly the 
  same, but there can be no mistake about what any of 
  them are: animated junk.
  Scrap Metal Brutes. Conjured junk spirits will 
  follow the orders of their creator to the best of their 
  abilities. They can't understand complex direction, and
  generally don't have many abilities beyond violence, 
  so instructing them do anything other than “attack 
  those goblins over there” or “stop anyone who tries to 
  enter” is probably doomed to disappointment. 
  Mindless Automatons. Even free-willed junk 
  spirits don't have a lot of ambition to do anything 
  other than hang around in junk yards. They can't speak
  or communicate in any way, they don't react to 
  attempts by others to communicate with them, they 
  simply don't care about anything. They might attack 
  creatures who disturb their junk piles, but that's more 
  out of habit than malice. They never seek out danger 
  or act with intent unless specifically compelled to do 
  so by magic.
  All junk spirits have the following attributes:
  False Appearance. While a junk spirit remains 
  motionless, it's indistinguishable from an ordinary pile 
  of junk of the same size.
  Replenish Junk. A junk spirit can recover lost hit 
  points by touching a pile of junk or spare parts within 
  5 feet of itself. This requires an action, and the 
  amount of hit points recovered depends on the size of
  the pile of junk: a Tiny pile restores 2d4 hit points; a 
  Small pile grants 3d6 hit points; a Medium pile yields 
  5d8 hit points; a Huge pile gives 8d10; and a 
  Gargantuan pile restores 12d12. A junk spirit cannot 
  gain hit points beyond its normal maximum in this 
  way.
  Clutter Goblin
  Clutter Goblin
  The smallest kind of spirit is about the size and shape 
  of a goblin. It can slam foes with a heavy blunt limb, 
  or slash at them with a jagged piece of rusted metal.
  Small construct (techno-magical), unaligned
  Armor Class 13 (natural armor)
  Hit Points 13 (3d6+3)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 10 (+0) 13 (+1)
  4 (-3)
  8 (-1)
  1 (-5)
  Damage Resistances cold, lightning, piercing
  Damage Immunities necrotic, poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 9
  Languages understands creator's language but can't 
  speak
  Challenge 1/4 (50 XP)
  Actions
  Actions
  Jagged Blade. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 4 (1d6+1) slashing 
  damage.
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6+1) bludgeoning damage.
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  Rusted Hulk
  Rusted Hulk
  A really big pile of animated junk, with long and 
  heavy “arms” and a jagged-tooth maw where its head 
  should be. It attacks with a shriek of rusted metal, 
  attempting to scoop victims into its gnashing and 
  grinding teeth.
  Large construct (techno-magical), unaligned
  Armor Class 18 (natural armor)
  Hit Points 84 (8d10+40)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  20 (+5)
  6 (-2)
  10 (+0)
  1 (-5)
  Damage Resistances bludgeoning, cold, lightning, 
  piercing, slashing
  Damage Immunities necrotic, poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10
  Languages understands creator's language but can't 
  speak
  Challenge 6 (2,300 XP)
  Siege Monster. The rusted hulk's slam attack inflicts 
  double damage against objects, structures, and 
  vehicles.
  Actions
  Actions
  Multiattack. The hulk makes two melee attacks – 
  either two slams, or a slam and a jagged maw attack. 
  If it has a Medium or smaller creature grappled in its 
  maw, it can make a bite attack against the grappled 
  creature (which hits automatically), and two slam 
  against other targets.
  Jagged Maw. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 15 (3d6+5) slashing damage. If 
  the target is Medium or smaller, it is grappled (escape
  DC 15), and effectively restrained. Once it has 
  grappled a foe, the rusted hulk can't bite any other 
  target until the grapple is broken or released, but its 
  bite hits the grappled target automatically each turn. 
  The hulk cannot slam a creature grappled in its maw.
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 15 (3d6+5) bludgeoning damage.
  Scrap Wolf
  Scrap Wolf
  About the size and shape of a dire wolf, with a long 
  “snout” and teeth made of jagged metal. Just like a 
  real pack of wolves, scrap wolves gang up on a foe, 
  with some biting and hanging on to restrain it, while 
  other circle in for the kill.
  Medium construct (techno-magical), unaligned
  Armor Class 16 (natural armor)
  Hit Points 37 (5d8+15)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 16 (+3)
  5 (-3)
  10 (+0)
  1 (-5)
  Damage Resistances cold, lightning, piercing, 
  slashing
  Damage Immunities necrotic, poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10
  Languages understands creator's language but can't 
  speak
  Challenge 2 (450 XP)
  Actions
  Actions
  Jagged Teeth. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 10 (2d6+3) slashing 
  damage. A successful hit with this attack on a Large 
  or smaller creature allows the scrap wolf to attempt a 
  grapple against the same target, as a bonus action. 
  Once it has grappled a foe, the scrap wolf can't attack
  any other target until the grapple is broken or 
  released, but its bite hits the grappled target 
  automatically each turn.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6+3) bludgeoning damage.
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  Mephit, Smog
  Mephit, Smog
  Small, mischievous, and malodorous, smog mephits 
  are brought into being in places where smog settles 
  and stagnates for extended periods. Like other 
  mephits, they are cruel and malicious, delighting in 
  the torment of creatures weaker than them. They ooze 
  reeking exhaust fumes, and while they prefer to spend 
  their time in blighted areas, they also enjoy ruining 
  nice things, and so they sometimes make forays into 
  nicer parts of town.
  Smog Mephit
  Smog Mephit
  Small elemental, neutral evil
  Armor Class 12
  Hit Points 22 (5d6+5)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  13 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Skills Stealth +4
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, Ignan
  Challenge 1/4 (50 XP)
  Death Burst. When the mephit dies, it bursts in a 
  cloud of foul-smelling smog that fills a 5-foot-radius 
  sphere centered where it died. Creatures caught in 
  the cloud must make a Constitution saving throw (DC 
  10) or be poisoned until the end of their next turn.
  Innate Spellcasting. The mephit can innately cast 
  blur, requiring no material components. Its 
  spellcasting ability is Charisma.
  Actions
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4+1) slashing damage, and the 
  target must make a Constitution saving throw or take 
  an additional 2 (1d4) points of poison damage.
  Smoggy Breath (Recharge 6). The mephit exhales a
  15-foot cone of toxic smog. Each creature in that area
  must make a DC 10 Constitution saving throw or be 
  poisoned until the end of the mephit's next turn.
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  Otyugh, Junkyard
  Otyugh, Junkyard
  Otyughs are creatures of refuse and offal, often taking up residence in places where other creatures dump their 
  garbage. An otyugh who chooses to settle in a junkyard, and hide among the scrap heaps and rusted metal, starts
  to absorb some of this material into its body. In addition to helping it blend in to its new environment, this 
  causes a few changes in the creature, mostly notably making it a lot harder to injure – weapon deflect off of the 
  metal scraps embedded in the creature's hide, and have trouble penetrating too deeply even if they strike the 
  creature's flesh. Its teeth and thorns have likewise been enhanced by rows of jagged metal sticking out, ripping 
  into creatures which it attacks with its tentacles and maw.
  Junkyard Otyugh
  Junkyard Otyugh
  Large aberration, neutral
  Armor Class 16 (natural armor)
  Hit Points 114 (5d6+5)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (-1)
  19 (+4)
  6 (-2)
  13 (+1)
  6 (-2)
  Saving Throws Con +7
  Damage Resistances bludgeoning, piercing, 
  slashing
  Senses darkvision 120 ft., passive Perception 11
  Languages Otyugh
  Challenge 6 (2,300 XP)
  Deceptive Appearance. When laying flat and still 
  amid junk, the otyugh is indistinguishable from junk.
  Limited Telepathy. As a typical otyugh (Monster 
  Manual, p. 248).
  Actions
  Actions
  Multiattack. The otyugh attacks twice with its 
  tentacles and once with its bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8+4) slashing damage. If the target 
  is a creature, it must make a saving throw against 
  disease, as for a typical otyugh.
  Tentacle. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one target. Hit: 8 (1d8+4) bludgeoning damage 
  plus 7 (2d6) slashing damage. If the target is Medium 
  or smaller, it's grappled (escape DC 14) and 
  restrained until the grapple is ended. The otyugh can 
  grapple one creature with each of its two tentacles.
  Tentacle Slam. As a typical otyugh.
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  Scaladar
  Scaladar
  Deadly magical constructs originally designed by a mad proto-technomancer of a bygone age, scaladars are 
  massive metal scorpions with powerful pincers and a deadly electrical sting. 
  Remorseless Machine. Scaladar do not think or feel, they simply obey commands. Sent on a mission (that it 
  can understand with Intelligence of 1), it will pursue that mission relentlessly. A scaladar without instructions, 
  or which can't obey its most recent instructions, will try to return to its master. Failing that, it will sit motionless,
  defending itself if attacked, but otherwise ignoring any creature that doesn't possess its control rod.
  Mechanical Servitor. The process of creating a scaladar was eventually passed on to the mage's many 
  apprentices and students, as a “rite of passage” – a student's final task was to complete construction of a 
  scaladar. Each scaladar is keyed to a special control device, usually a ring or rod; this object is a magic item 
  which requires attunement, and grants complete control over the linked scaladar's actions. The bond is 
  telepathic, and has no range limit, though the controller doesn't know the scaladar's whereabouts if it is out of 
  sight, and the scaladar doesn't communicate any information back to its master.
  Scaladar
  Scaladar
  Large construct (techno-magical), unaligned
  Armor Class 20 (natural armor)
  Hit Points 114 (12d10+48)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 12 (+1) 18 (+4)
  1 (-5)
  10 (+0)
  1 (-5)
  Damage Immunities acid, cold, force, lightning, 
  poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Damage Resistances fire; bludgeoning, piercing, or 
  slashing damage from non-magical weapons not 
  made of adamantine
  Senses darkvision 120 ft., passive Perception 10
  Languages none
  Challenge 9 (5,000 XP)
  Magic Absorption. Whenever the scaladar is 
  subjected to force or lightning damage, it suffers no 
  damage and instead regains hit points equal to the 
  amount of the force or lightning damage it would have
  taken.
  Magic Resistance. The scaladar has advantage on 
  all saving throws against spells and magical effects.
  Magic Weapons. The scaladar's built-in weaponry is 
  magical for the purpose of overcoming damage 
  resistance.
  Actions
  Actions
  Multattack. The scaladar makes up to three melee 
  attacks, one with each pincer and one with its stinger.
  Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 12 (2d6+5) bludgeoning damage. If 
  the target is Medium or smaller, it's grappled (escape 
  DC 15) and restrained until the grapple is ended. 
  Once grappled, a creature automatically takes 
  damage from the pincer on the scaladar's turn, no 
  attack roll required, until the grapple is ended. The 
  scaladar can grapple one creature with each of its 
  two pincers.
  Pincer Slam. The scaladar bashes creatures 
  grappled in its pincer against each other, or on a hard
  surface. A grappled creature must make a DC 15 
  Constitution saving throw, or take 12 (2d6+5) 
  bludgeoning damage and be stunned until the end of 
  the scaladar's next turn. A successful saving throw 
  halves the damage and avoid stunning.
  Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit: 10 (2d4+5) piercing damage plus 7 
  (2d6) lightning damage. If the scaladar makes a 
  stinger attack against a creature which is restrained 
  by one of its pincers, it doesn't need to roll for the 
  attack, but hits automatically.
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  Stowaway Soul
  Stowaway Soul
  Occasionally, as an airship makes a voyage across the 
  sky, an additional passenger will quietly appear amid 
  the others. Generally dressed in inconspicuous 
  traveler's garb – a long coat and a hat pulled low to 
  conceal its face – this passenger is actually a 
  malevolent entity from the Ethereal Plane, hitching a 
  ride to the Material World to find prey. In its natural 
  form, the stowaway has no feature – no face, no ears, 
  just eerily smooth skin where its features would be.
  Soul Eaters. The stowaway seeks to feed on the 
  life-force of material creatures, most often the other 
  passengers; it does so with a touch, which seems to 
  draw a luminous misty energy from the victim. 
  Face Stealers. If it kills another humanoid 
  creature, it can steal the victim's appearance – and 
  even some of its memories. Not enough to live its life 
  (or gain any abilities other than spoken languages), 
  but enough to fool those who knew the victim for just 
  long enough to get them alone. 
  Mass Murderers. Assuming the airship reaches its 
  destination, the stowaway pretends to go about the 
  impersonated victim's life, in order to murder as many
  family and friends as it can find in 24 hours.
  Stowaway Soul
  Stowaway Soul
  Medium monstrosity, neutral evil
  Armor Class 12
  Hit Points 44 (8d8+8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 14 (+3)
  Skills Deception +4, Intimidate +4
  Damage Resistances bludgeoning, piercing, or 
  slashing damage from non-magical weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, any language spoken by its 
  victim
  Challenge 2 (450 XP)
  Stolen Guise. A stowaway soul who has killed a 
  humanoid creature in the last 24 hours may take on 
  that creature's appearance, as if using the Change 
  Appearance function of the alter self spell. It doesn't 
  gain any abilities, clothing, or equipment – though the
  latter will often be stolen from the dead creature's 
  body, and worn to complete the disguise. A 
  stowaway's face reverts to normal after 24 hours.
  Unnatural Visage. Any creature who looks on the 
  stowaway's featureless face must make a DC 12 
  Wisdom saving throw, or become frightened of it. The
  stowaway will often reveal its visage to a victim, just 
  before attacking. A creature who makes its saving 
  throw is immune to the visage of this stowaway for 24
  hours.
  Actions
  Actions
  Soul-Stealing. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 10 (2d6+3) psychic 
  damage. A creature who dies as a result of this 
  damage loses its face, which morphs to appear 
  smooth and featureless like the stowaway's.
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  NPCs
  NPCs
  The following new kinds of NPCs may be encountered in the Æther Age.
  Airship Pirate
  Airship Pirate
  A scurvy scalawag of the skies, generally seen 
  swinging from the underside of a pirate zeppelin.
  Medium humanoid (any race), any non-lawful
  Armor Class 14 (heavy longcoat)
  Hit Points 33 (6d8+6)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 13 (+1)
  Skills Acrobatics +4, Athletics +3
  Senses passive Perception 11
  Languages Common
  Challenge 1/2 (100 XP)
  Rigging Acrobatics. In any place where there is 
  ship's rigging, catwalks, or similar network of 
  suspended objects, the pirate can use a bonus action
  to climb, swing, or otherwise move an extra 30 ft. 
  among the rigging, and thus ignoring obstacles, 
  creatures, difficult terrain, pits, etc., and possibly 
  moving into position for Drop From Above.
  Actions
  Actions
  Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) slashing damage.
  Pistol. Ranged Weapon Attack: +4 to hit, range 
  80/240 ft., one target. Hit: 9 (2d6+2) piercing damage.
  Drop From Above. The pirate must be able to enter 
  combat from a position directly above the target, 
  dropping onto him feet-first. The pirate makes a 
  Dexterity (Acrobatics) roll, resisted by the target's 
  Strength (Athletics) or Dexterity (Acrobatics); if the 
  pirate wins, the target take 4 (1d4+2) bludgeoning 
  damage and is knocked prone. If the target wins the 
  contest, the pirate is instead knocked prone, though 
  he takes no damage.
  Airship Pirate Commander
  Airship Pirate Commander
  Tougher, meaner, and scurvier than his underlings, a 
  pirate commander leads raiding parties.
  Medium humanoid (any race), any non-lawful
  Armor Class 14 (heavy longcoat)
  Hit Points 78 (12d8+24)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 14 (+2)
  Skills Acrobatics +5, Athletics +4
  Senses passive Perception 11
  Languages Common
  Challenge 2 (450 XP)
  Rigging Acrobatics. As for a normal airship pirate.
  Actions
  Actions
  Multiattack. The pirate make two weapon attacks.
  Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+3) slashing damage.
  Pistol. Ranged Weapon Attack: +5 to hit, range 
  100/300 ft., one target. Hit: 11 (2d8+3) piercing 
  damage.
  Drop From Above. The pirate must be able to enter 
  combat from a position directly above the target, 
  dropping onto him feet-first. The pirate makes a 
  Dexterity (Acrobatics) roll, resisted by the target's 
  Strength (Athletics) or Dexterity (Acrobatics); if the 
  pirate wins, the target take 5 (1d4+3) bludgeoning 
  damage and is knocked prone. If the target wins the 
  contest, the pirate is instead knocked prone, though 
  he takes no damage.
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  City Constable
  City Constable
  A uniformed city patrol officer, generally encountered 
  in pairs or larger patrols.
  Medium humanoid (any non-elf), any non-chaotic
  Armor Class 13 (armored uniform jacket)
  Hit Points 33 (6d8+6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 13 (+1) 10 (+0) 11 (+0)
  10 (+0)
  Skills Athletics +4, Intimidate +2, Perception +2, 
  Streetwise +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/2 (100 XP)
  Actions
  Actions
  Billy Club. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
  Revolver. Ranged Weapon Attack: +3 to hit, range 
  80/240 ft., one target. Hit: 8 (2d6+1) piercing damage.
  Grapple. The constable attempts a Strength 
  (Athletics) roll vs. the target's Strength (Athletics) or 
  Dexterity (Acrobatics) to initiate a grapple. As soon as
  a target has been successfully grappled by one 
  constable, all others are at advantage to all grappling 
  rolls of their own, and can attempt to pile on and pin 
  the target. In this case, make one grappling roll for 
  the constables, with +2 to effective Strength per 
  additional constable in the pile.
  Whistle. The constable blows a whistle, summoning 
  reinforcements. It's up to the DM to determine the 
  response, based on the location of the fight and the 
  number and distance of reinforcements within 
  earshot; by default, 2d4 additional constables will 
  arrive within 2d4 rounds. If there are still criminals at 
  large, the new arrivals will blow their own whistles 
  and take up the fight or chase.
  Constable Sergeant
  Constable Sergeant
  A veteran patrolman, who commands ordinary watch 
  constables in the execution of their duties.
  Medium humanoid (any non-elf), any lawful
  Armor Class 14 (armored uniform jacket)
  Hit Points 78 (12d8+24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
  Skills Athletics +4, Intimidation +3, Perception +3, 
  Streetwise +3
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Actions
  Actions
  Multiattack. The sergeant makes two weapon 
  attacks.
  Billy Club. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
  Revolver. Ranged Weapon Attack: +4 to hit, range 
  100/300 ft., one target. Hit: 11 (2d8+2) piercing 
  damage.
  Grapple. The constable attempts a Strength 
  (Athletics) roll vs. the target's Strength (Athletics) or 
  Dexterity (Acrobatics) to initiate a grapple. As soon as
  a target has been successfully grappled by one 
  constable, all others are at advantage to all grappling 
  rolls of their own, and can attempt to pile on and pin 
  the target. In this case, make one grappling roll for 
  the constables, with +2 to effective Strength per 
  additional constable in the pile.
  Whistle. The constable blows a whistle, summoning 
  reinforcements. It's up to the DM to determine the 
  response, based on the location of the fight and the 
  number and distance of reinforcements within 
  earshot; by default, 2d4 additional constables will 
  arrive within 2d4 rounds. If there are still criminals at 
  large, the new arrivals will blow their own whistles 
  and take up the fight or chase.
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  Detective
  Detective
  A private investigator or police inspector.
  Medium humanoid (any race), any non-chaotic
  Armor Class 12 (leather jacket)
  Hit Points 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 11 (+0) 15 (+2) 14 (+2) 13 (+1)
  Skills Investigation +4, Perception +4, Streetwise +4
  Senses passive Perception 14
  Languages Common
  Challenge 1/2 (100 XP)
  Detective Kit Proficiency. The detective has and is 
  proficient with the tools for finding, analyzing, and 
  preserving evidence at a crime scene.
  Actions
  Actions
  Pistol Whip. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 2 (1d4) bludgeoning damage.
  Revolver. Ranged Weapon Attack: +3 to hit, range 
  80/240 ft., one target. Hit: 8 (2d6+1) piercing damage.
  Frontier Lawman
  Frontier Lawman
  A marshal, ranger, or sheriff from a rough or 
  backwater territory.
  Medium humanoid (any non-elf), any non-chaotic
  Armor Class 14 (heavy longcoat)
  Hit Points 39 (6d8+12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Str +2, Dex +4
  Skills Intimidate +2, Investigate +2, Perception +3, 
  Streetwise +3
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Actions
  Actions
  Multiattack. The lawman makes two revolver attacks.
  Revolver. Ranged Weapon Attack: +4 to hit, range 
  100/300 ft., one target. Hit: 11 (2d8+2) piercing 
  damage.
  Gangster
  Gangster
  A goon, mook, or muscle for some criminal gang.
  Medium humanoid (half-orc or human), any non-good
  Armor Class 12 (leather jacket)
  Hit Points 52 (8d8+16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0)
  11 (+0)
  Skills Intimidate +3, Streetwise +2
  Senses passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Actions
  Actions
  Pistol-Whip. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
  Revolver. Ranged Weapon Attack: +3 to hit, range 
  80/240 ft., one target. Hit: 8 (2d6+1) piercing damage.
  Gang Leader
  Gang Leader
  A larger goon, who bosses around the rest.
  Medium humanoid (half-orc or human), any non-good
  Armor Class 14 (heavy longcoat)
  Hit Points 78 (12d8+24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 14 (+2) 10 (+0) 10 (+0)
  11 (+0)
  Skills Intimidate +3, Streetwise +2
  Senses passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Actions
  Actions
  Multiattack. The gangster makes two melee or 
  ranged attacks.
  Pistol-Whip. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
  Revolver. Ranged Weapon Attack: +4 to hit, range 
  100/300 ft., one target. Hit: 11 (2d8+2) piercing 
  damage.
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  Gunslinger
  Gunslinger
  An outlaw or gunfighter, often a drifter with no name.
  Medium humanoid (any non-elf), any non-lawful
  Armor Class 16 (heavy longcoat)
  Hit Points 71 (11d8+22)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 18 (+4) 14 (+2) 10 (+0) 11 (+0)
  12 (+1)
  Saving Throws Dex +6, Con +4
  Skills Perception +2, Survival +2
  Senses passive Perception 12
  Languages Common
  Challenge 4 (1,100 XP)
  Fastest Draw. The gunslinger has advantage on 
  initiative rolls, and can draw or stow either or both 
  pistols as a free action. His revolver attacks are not at
  disadvantage for being within 5 feet of a hostile 
  creature.
  Actions
  Actions
  Multiattack. The gunslinger makes three attacks with
  his revolvers.
  Revolver. Ranged Weapon Attack: +6 to hit, range 
  100/300 ft., one target. Hit: 13 (2d8+4) piercing 
  damage.
  Mad Scientist
  Mad Scientist
  An inventor with a lightning gun, a bulletproof vest, 
  and a shaky grasp on sanity.
  Medium humanoid (any non-elf), any non-lawful
  Armor Class 13 (heavy workshop apron)
  Hit Points 38 (7d8+7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0)
  10 (+0)
  Saving Throws Dex +4, Int +4
  Skills Arcana +4, Technology +6
  Senses passive Perception 10
  Languages Common, Tech Jargon
  Challenge 1 (200 XP)
  Gadget Abilities. The engineer can innately cast the 
  following spells on itself; its spellcasting ability is 
  Intelligence (spell save DC 12):
  At will: levitate
  1/day each: blur, protection from bullets
  Quick Fix. Any time the the engineer attempts a 
  repair or modification of a machine, vehicle, or 
  technological device, the time required is figured as if 
  the object were one size category smaller.
  Tool Expertise. The engineer is proficient with one 
  kind of engineering tools, and gains double its normal
  proficiency bonus (+4) on rolls to use those tools.
  Actions
  Actions
  Shock Coil. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (1d10+4) lightning damage, and 
  the creature can't take reactions until the start of its 
  next turn.
  Lightning Gun. Ranged Weapon Attack: +4 to hit, 
  range 60 feet., one target. Hit: 11 (2d8+2) lightning 
  damage, and the creature can't take reactions until 
  the start of its next turn.
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  Soldier
  Soldier
  A rank-and-file mercenary or military conscript. 
  Medium humanoid (any non-elf), any non-chaotic
  Armor Class 15 (plated field jacket)
  Hit Points 33 (6d8+6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0)
  10 (+0)
  Saving Throws Str +3, Con +3
  Skills Athletics +3, Survival +2
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Actions
  Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d8+1) piercing damage.
  Carbine. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 10 (2d8+1) piercing 
  damage.
  Grenade. Once per combat, the soldier can throw a 
  hand grenade at a point up to 60 feet away. All 
  creatures within 20 feet of the impact point must 
  make a DC 15 Dexterity saving throw or take 17 (5d6)
  points of bludgeoning damage; a successful save 
  halves the damage.
  Soldier, Elite
  Soldier, Elite
  A commando or veteran infantry NCO.
  Medium humanoid (any non-elf), any non-chaotic
  Armor Class 17 (cuirass)
  Hit Points 78 (12d8+24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Str +4, Con +4
  Skills Athletics +4, Survival +3
  Senses passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Actions
  Actions
  Multiattack. The soldier makes two weapon attacks.
  Bayonet. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8+2) piercing damage.
  Carbine. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 11 (2d8+2) piercing 
  damage.
  Grenade. Once per combat, the soldier can throw a 
  hand grenade at a point up to 60 feet away. All 
  creatures within 20 feet of the impact point must 
  make a DC 15 Dexterity saving throw or take 17 (5d6)
  points of bludgeoning damage; a successful save 
  halves the damage.
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  Street Fighter
  Street Fighter
  A pit fighter or elite gang bruiser.
  Medium humanoid (half-orc or human), any non-
  lawful
  Armor Class 14 (unarmored defense)
  Hit Points 52 (8d8+16)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 14 (+2)
  9 (-1)
  12 (+1) 10 (+0)
  Saving Throws Str +5, Con +4
  Skills Intimidate +2, Streetwise +3
  Damage Resistance bludgeoning, piercing, and 
  slashing damage
  Senses passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Rage. While in combat, the street fighter has 
  advantage on all Strength checks and Strength 
  saving throws.
  Savage Instinct. As long as he isn't blinded, 
  deafened, or incapacitated, the street fighter has 
  advantage on Dexterity saving throws and initiative 
  rolls.
  Actions
  Actions
  Multiattack. The street fighter makes two unarmed or
  improvised melee attacks.
  Unarmed or Improvised. Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 8 (1d6+5) 
  bludgeoning damage.
  Technomancer
  Technomancer
  A tech mage of respectable power.
  Medium humanoid (gnome or human), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 49 (9d8+9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 10 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, Technology +6
  Senses passive Perception 11
  Languages Common, Tech Jargon
  Challenge 6 (2,300 XP)
  Spellcasting. The technomancer is a 9th-level 
  wizard, using Intelligence to cast spells (save DC 14, 
  +6 to hit with attack spells). The technomancer has 
  the following spells prepared:
  Cantrips (at will): charm machine, mage hand, 
  mending, shocking grasp
  1st level (4 slots): inflict damage, mage armor, magic 
  missile, repair damage
  2nd level (3 slots): cloud of daggers, conjure burst
  3rd level (3 slots): animate junk, lightning bolt, 
  protection from bullets
  4th level (3 slots): breakdown, stoneskin
  5th level (1 slot): animate objects
  Actions
  Actions
  Revolver. Ranged Weapon Attack: +5 to hit, range 
  80/240 ft., one target. Hit: 9 (2d6+2) piercing damage.
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  Powered Armor
  Powered Armor
  Wealthy warriors or elite military outfits occasionally 
  equip themselves with suits of powered armor, and 
  clank into battle waving state of the art buzz-blades 
  and machine guns.
  Iron Brute
  Iron Brute
  Large (or medium) humanoid (any non-elf), any 
  alignment
  Armor Class 16 (iron brute)
  Hit Points 45 (7d8+14)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Actions
  Buzz-Blade. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 10 (2d6+3) slashing damage.
  Flame Gun. Ranged Weapon Attack: +3 to hit, range 
  120 ft., one target. Hit: 11 (2d10) fire damage.
  Iron Brute, Elite
  Iron Brute, Elite
  Large (or medium) humanoid (any non-elf), any 
  alignment
  Armor Class 18 (iron brute)
  Hit Points 91 (14d8+28)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
  Damage Resistances fire, lightning, poison; 
  bludgeoning, piercing, slashing
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 5 (1,800 XP)
  Actions
  Actions
  Multiattack. The iron brute makes two melee attacks 
  with its buzz-blade.
  Buzz-Blade. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 13 (2d8+4) slashing damage.
  Machine Gun (Recharge 4-6). The iron brute fires a 
  burst from its machine gun, targeting a 10-foot cube 
  within 200 feet of it. All creatures in the area must 
  make a DC 15 Dexterity saving throw, or take 11 
  (2d10) piercing damage.
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  War Machines
  War Machines
  The military vehicles below are good candidates for 
  the rules for vehicles in combat (p. 60). Without a 
  vehicle of their own, even powerful heroes will be 
  hard pressed in battle against these machines.
  Gunboat (Flying or Naval)
  Gunboat (Flying or Naval)
  A small yacht-sized military vessel, with a lightly 
  armored hull and mounted area weapons. Not meant 
  to challenge full sized warships, but to support 
  friendly troops and harass enemies.
  Huge vehicle (techno-magical), unaligned
  Armor Class 18 (natural armor)
  Hit Points 300 (28d12+112)
  Speed flying 40 ft. (airship) or swim 40 ft. (naval)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  6 (-2)
  18 (+4)
  --
  --
  --
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned, stunned
  Challenge 12 (8,400 XP)
  Damage Threshold. Any attack that inflicts less than 
  15 points of damage (10 points for a flying gunboat) 
  simply deflects off of a gunboat's hull, and is not 
  subtracted from its hit points.
  Crew Actions
  Crew Actions
  The gunboat has three crew positions, a pilot (who 
  makes all proficiency rolls and saving throws for the 
  vehicle), a gunner (who can operate either the 
  Grenade Launcher or the Machine Gun in a given 
  turn), and a co-pilot (who assists both the pilot and 
  the gunner, and can replace either should they fall).
  Grenade Launcher (Recharge 5-6). The gunner 
  fires the gunboat's grenade launcher at a point within 
  120 feet of the vessel, inflicting 36 (8d8) points of 
  bludgeoning damage on all creatures within a 20-foot 
  sphere centered on the impact point. A creature who 
  makes a successful DC 15 Dexterity saving throw 
  takes half damage.
  Machine Gun (Recharge 3-6). The gunner fires the 
  machine gun in a 50-foot line, 5 feet wide, inflicting 22
  (5d8) points of piercing damage on all creatures 
  caught in the line. A creature who makes a successful
  DC 15 Dexterity saving throw takes half damage.
  Steam Tank
  Steam Tank
  A huge and heavily armored steam carriage, set with a
  heavy main gun for artillery and siege purposes, and a
  mounted machine gun for defense and anti-infantry 
  fire.
  Huge vehicle (techno-magical), unaligned
  Armor Class 20 (natural armor)
  Hit Points 400 (40d12+160)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  6 (-2)
  18 (+4)
  --
  --
  --
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned, stunned
  Challenge 20 (25,000 XP)
  Damage Threshold. Any attack that inflicts less than 
  25 points of damage simply deflects off of the steam 
  tank's armor, and is not subtracted from its hit points.
  Crew Actions
  Crew Actions
  The tank has three crew positions, a driver (who 
  makes all proficiency rolls and saving throws for the 
  vehicle), a gunner (who can operate either the Main 
  Gun or the Machine Gun in a given turn), and a 
  gunner's mate (who can fire the Machine Gun if the 
  gunner does not, and can replace him should he fall).
  Main Gun (Gunner; Recharge 5-6). The gunner fires
  the tank's main gun at a point within 200 feet of itself, 
  inflicting 54 (12d8) points of bludgeoning damage on 
  all creatures within a 20-foot sphere centered on the 
  impact point. A creature who makes a successful DC 
  17 Dexterity saving throw takes half damage.
  Machine Gun (Gunner; Recharge 3-6). The gunner 
  fires the tank's machine gun in a 50-foot line that is 5 
  feet wide, inflicting 27 (5d10) points of piercing 
  damage on all creatures caught in the line. A creature
  who makes a successful DC 17 Dexterity saving 
  throw takes half damage.
  Trample (Pilot). If the tank moves through a Medium 
  or smaller creature's space, that creature must make 
  a DC 15 Dexterity saving throw or take 32 (5d12) 
  bludgeoning damage as if from a collision (p. 61). The
  tank takes no damage in the collision.
  123
  123
  Quaint & Curious - Æthereal Gaslight
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Quaint & Curious/Quant & Curious - Aethereal Gaslight v5.pdf