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164 views

GP 17

Uploaded by

Harold Hughes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Issue

17

Origins of the
Southern Seas:
The Reef Singer Culture
and Beachcomber
Background

Hands of the Deliverers: The Court of Dawn &


Protector Archetypes Tribunal of Twilight
Scourge of the Sea:
The Blastfire Pirates
Welcome!
H
ail and well met, readers, whether you come
as player or Narrator, especially since there is
something on offer for both sets in this month’s Credits
edition of the Gate Pass Gazette, the official publication
for all things Level Up: Advanced 5th Edition! Ah, do Editor:
Savannah Broadway
you feel that gust of salt air? That would be from our
article detailing the new Reef Singer culture and its Cover Art:
accompanying Beachcomber background. Watch out, Erik Davis-Heim
though, because the sooty reek of gunpowder is here Interior Art:
too, courtesy of a new set of NPCs representing the Erik Davis-Heim, Yeysson
Blastfire Pirate armada. Next we have a set of archetypes Bellaiza, Júlio Rocha, Hannah
for those of you that find that the best offense always Seakins, pixabay.com
includes a good defense. And to wind down the article, Graphic Design:
we fittingly turn to a corner of the Dreaming that Xanditz
specializes in such liminal spaces: The Court of Dawn
Gate Pass Logo:
and Tribunal of Twilight.
Xanditz

Once you’ve waded through the waters of this issue, be EN Publishing - PO Box 1945
sure to make it to port for next month’s issue for new SOUTHAMPTON, SO18 9QW
archetypes, heritages, and challenges, as well as some
truly curious creatures. It’s a bit of a harrowing voyage,
reader, so weigh anchor, set the sails, and, as always… ©2023 EN Publishing

Level Up!

- Savannah Broadway

The Court of Dawn & Tribunal of Twilight By Marc Kenobi................................................................................................... 5


Origins of the Southern Seas: The Reef Singer Culture and Beachcomber Background By PJ Coffey .......................... 9
Scourge of the Sea: The Blastfire Pirates By Mike Myler .................................................................................................. 13
Hands of the Deliverers: Protector Archetypes By Peter N. Martin................................................................................ 17

3
4
By Marc Kenobi

The Court of Dawn


& Tribunal of Twilight
H olding sway over smaller domains than
the Queens of Summer and Winter, the
Count of Dawn and the Earlessa of Twilight
The following exploration challenges, spells,
and NPCs can be used together or wherever an
adventure calls for an intrusion of fey magic.
nonetheless have influence over the beginnings
and endings of things. A wise mortal is cautious
about offering new promises or not having Shifting Lands
fulfilled old ones anywhere near the gatestones Once you pass the gatestone, which domain you
that mark the entrance to their domains. Marked are in is immediately apparent: the Court is filled
with a half-sun, half-moon symbol, these with bright oranges and reds and has the hint
towering arches of rock are easily tall enough for of warmth after cold, the scent of ripening fruit,
a giants to enter without ducking and give off a and the suggestion of a summer’s day just about
soft fading glow of sunlight. to break; the Tribunal, meanwhile, is steeped in
Strange even for the Dreaming, these two realms sepia tones, a sense of darkness and cold closing
either exist in the same space or else each only in, the smell of fruit rotting on the ground, and
exists when the other does not. None are quite the close of a winter’s eve. Whichever domain an
sure, but what is certain is that one cannot adventurer has entered, however, there is still a
know which will lie on the other side of the unique magical effect.
gatestone—or even that, having entered the The Shift. For every hour that adventurers
Court, one will not suddenly and inexplicably spend in either the Court or Tribunal there
find oneself in the Tribunal or vice versa! is a 50% chance that the Shift will occur. The

5
world around them flickers briefly, nothing Critical Success. Something unexpected appears
moves, but everything subtly changes and then alongside the party. Roll on the Boons and
snap, they are in the other realm. Adventurers Discoveries table.
most commonly appear in the other domain’s
equivalent of their previous location (i.e. from Promises Given
the Swallow’s Rest Inn to the Kettle and Crow
Tavern), but there’s also a good chance they’ll 3rd tier (creatures)
end up somewhere entirely unrelated. Because of Challenge 14 (11,500 XP); DC 20/16
this, some fey of these domains offer to watch the Area Local (1 hour)
belongings and pack animals of intrepid mortal In certain parts of the Dreaming, visitors run
visitors, just in case the Shift separates them. the risk of being challenged by a faerie noble
Outside these domains, a full 12 hours passes beholden to the Court of Dawn and face being
each Shift. held to account for casual words and easy
promises, or failing to hold to any lasting
commitments. This representative of the Court
Exploration Challenges demands explanation in either case.
Given the nature of both Court and Tribunal, its Retribution of the Dawn. The fey will retreat
lands pose unique risks. if adventurers react violently, but this will earn
the party the enmity of the Count of Dawn, a
Planar Shifts powerful archfey connected to the Court of
Summer.
2nd tier (circumstance)
Challenge 10 (5,900 XP); DC 18/15 Words of Flattery. A successful Arcana
Area Immediate (less than 1 hour) or Insight check will reveal that the Count
and many of his underlings are thoroughly
Planar shifts cause strange effects on the narcissistic. Offering compliments on dress,
unprepared, the sudden lurch through time and/or standing, or beauty will give an adventurer
space often leaving their minds reeling. Confused advantage on Persuasion checks against the
and shocked, some minds seek the solace of sleep
Court’s representative.
and dreams in an attempt to recover.
Planar Connection. A creature on its home plane Possible Solutions
has advantage on attempts to resist this challenge. The party makes a group Persuasion check
Sleepless. Creatures that do not require sleep to convince the representative that they are
are immune to the effects of a critical failure and committed to a number of promises and do not
automatically succeed at this challenge. take such things lightly.
Reading the Shifts. A successful Arcana check Critical Failure. The representative is offended
allows a character to read the patterns in the by the party’s lack of commitment or
planar disturbances and predict when they are consideration of their words. The adventurers
coming, giving advantage to all members of the are charged with carrying out some trivial
party against this exploration challenge. but time consuming task (usually to deliver a
message to another fey) in the Dreaming as per
Possible Solutions the geas spell. This task takes 9 (2d6 + 2) days to
The party must make a group Wisdom saving carry out under normal conditions. This effect
throw to withstand the mental shock of being lasts until the task is completed (if the party
shifted so jarringly across planes. employs magical means or impressive skill to
finish it early) or the expected duration ends,
Critical Failure. The whole party is caught in whichever comes first.
the wake of a planar shift and moved 1d4
hours in time (backwards if the result is even, Failure. The adventurers who failed are as
forwards if it is odd). In addition, all members per the suggestion spell, with the instruction
of the party are cursed with planar slumber ‘swear an oath.’ This oath is to be a simple
(see sidebar). task the adventurer can easily complete daily,
such as making a flower wreath or playing
Failure. All adventurers that failed are cursed a song dedicated to the Count of Dawn.
with planar slumber (see sidebar). This effect lasts for a week. Adventurers can
Success. Despite a slight feeling of unease, the attempt to resist each day, rolling against
planar shift causes no untoward effects. this challenge’s DC, but those who follow

6
through gain an expertise die on a randomly Critical Failure. The Tribunal’s representative
determined skill for 24 hours after the seventh states that the party seems unlikely to ever
completed task. achieve their obligations, and such is the sorrow
Success. The party is applauded for their in its voice that the party is heartbroken and all
commitment and careful choice of words adventurers suffer two levels of strife.
and is permitted to continue traveling. Failure. Adventurers who fail suffer a
Additionally, each adventurer gains an level of strife as a baleful glare from the
expertise die on their next interaction with a representative makes them feel like a child
member of the Court of Dawn. caught misbehaving.
Critical Success. Impressed, the representative Success. The representative commends the party on
offers the party a promise of aid and provides their commitment. Additionally, each adventurer
them with a word. For the next year that word gains an expertise die on their next interaction
can be spoken as an action once. Doing so will with a member of the Tribunal of Twilight.
summon the representative, who will assist the Critical Success. The representative offers
party for one minute or, if engaged in combat, congratulations and the encouragement of
until it becomes bloodied, at which point it a trusted mentor. Each member of the party
vanishes back to the Dreaming. reduces their strife level by 1 and gains an
expertise die to the skill they used to convince
Promises Unfulfilled the fey for the next week.
3rd tier (creatures)
Challenge 14 (11,500 XP); DC 20/16
Area Local (1 hour)
Spells
The Dreaming has brought about many strange
In certain parts of the Dreaming visitors run the
magics, including the following.
risk of being met by a faerie noble beholden
to the Tribunal of Twilight (or perhaps even
the Earlessa herself in disguise) and face being Fey Tongue
held to account for oaths as yet unfulfilled or 1st-level (divination; communication, knowledge)
for promising things that, in their judgment, the Classes: Bard, druid, sorcerer, wizard
adventurers cannot achieve. The representative of Casting Time: 1 action
the Tribunal demands explanation in either case. Range: Self
Ire of Twilight. The fey will retreat if Components: V, S, M (a piece of parchment with
adventurers react violently, but this will Elvish, Sylvan or Primordial writing on it)
earn the party the enmity of the Earlessa of Duration: Concentration 10 minutes
Twilight, a powerful archfey connected to the
Court of Winter. You gain a +10 bonus on Insight checks made to
understand the meaning of any spoken Sylvan,
Words of Wisdom. A successful Arcana or Elvish or Primordial that you hear, or any written
Culture check will reveal that the Earlessa text in those languages that you can touch. In
and many of her underlings are interested in addition, you gain an expertise die on Performance
hidden knowledge. Offering some new or secret
and Persuasion checks for the duration.
information will give an adventurer advantage on
checks to convince the Tribunal’s representative.
Spellbound Oath
Possible Solutions 6th-level (enchantment; arcane, compulsion)
The party needs to make a group check to Classes: Bard, herald, wizard
convince the representative that they understand Casting Time: 1 minute
the gravity of their commitments and are Range: Touch
actively working to fulfill them. Adventurers Target: Two willing creatures
can each choose from the following skills: a Components: V, S, M (two matching pieces of
History check to point out a parallel between a jewelry worth at least 25 gold each)
famous figure and the adventurer’s own path; Duration: Until dispelled or both sides are fulfilled
a Performance check to tell of their adventurers
and link their successes to their commitments; a This spell binds two creatures to an agreement
Religion check to quote a passage of a holy book spoken as the part of the casting of the spell in a
that inspires faith and dedication. language that both parties understand.

7
The agreement must include a promise by both
parties to do or refrain from doing something
New Malady: Planar Slumber (Tier 2)
specific. The promises do not need to be the The result of planar shifts, teleportation spells
same or equal but mustn’t be obviously harmful gone wrong, and the power of malicious fey
to either creature. For example, an archfey may or monsters of dream, planar slumber causes
promise to restore the freedom of a loved one in a creature’s taxed mind to turn to sleep to
exchange for a mortal becoming their emissary. recover from the acute sensation of being
A creature attempting to act in a way that will detached from reality. A creature suffering
breach the terms must make a Wisdom saving from planar slumber is impacted by the curse
throw. On a failure, they find themselves unable in two ways, both of which require it to make
to act as intended, ending their turn if they are in a DC 16 Wisdom saving throw.
combat. Regardless, it suffers 52 (8d12) psychic Firstly, the curse triggers each time they roll
damage for the attempt. Damage from this spell for initiative. On a failed, save the creature
does not require a save for massive damage, though falls asleep and remains asleep until it takes
the creature makes death saving throws as usual. damage or another creature uses an action
to physically wake it. Secondly, the curse
NPC Spotlight triggers when they attempt to take a long
rest. On a failed save, the rest passes, but for
The Court and Tribunal are home and host to a the creatures it lasts only an instant and it
number of unique NPCs; these are but two. only gains the benefits of a short rest.

Nodrak, Knight of the Sisters After three consecutive successful saves, the
curse is broken. A spellcaster with a spell
It is said that Nodrack was once a dwarven available from the planar school may expend
warrior. Centuries ago he is said to have found it to secure the affected creature to their
the Fates, powerful beings that weave, measure, current plane rather than for its usual effect.
and cut the threads of mortal lives, and begged
Doing so provides the target with a bonus
them to cut short a single thread that would
equal to the level of the spell slot expended on
spare his home from decades of war. In return,
any future saving throws against the slumber.
he was transformed and became the Knight of
the Sisters (use the stats for a fey knight), an Additionally, as a curse, planar slumber can
emissary of the Fates. be removed by the greater restoration spell.
Often found in the Court and Tribunal, he
encourages pledges and promises that will guide
the future to ends his mistresses desire, which • Nodrak will provide information on where
from a mortal’s viewpoint this is as near to the cure for a dangerous malady can be
random as can be imagined. He offers startling acquired if the party delivers the message
rewards for seemingly mundane tasks, some “The sparrow’s flight cuts the air” to the high
of which become more involved as they are priest of the Lady of Luck before midwinter.
attempted, while others seem to have no import.
Some examples of what he offers: Gulian, Pixie Guide
• A scroll of any spell under 4th level for pushing Gulian is bold even for a pixie, and often her
the sailor with the red cap into the sea at a given mouth gets her into trouble. Most recently she
city on the night of the next full moon. made some comments about the gambling skills
• A common magic item in exchange for of her lord, or lack thereof. Unfortunately, Lord
planting a single carrot in a particular field at Danwish heard the laughter and, when confronted,
noon on midsummer’s day. In the event that her cousin Loid told him what she had said.
the adventurers accept this deal they will Now she is here trying to drag a small cart
find a battle raging on the day and become containing a faerie dragon’s egg into the
embroiled in the conflict. Tribunal before the end of the day to fulfill her
• A handful of gems as big as apples in lord’s promise to the Earl of Twilight. Given the
exchange for a lock of hair from the second broken wheel she seems unlikely to make it and
daughter of the Mandrels, a noble house in a will beg for help from any who come by.
distant city. Unfortunately she died two years She doesn’t have any great wealth, but she is a
ago and on investigation her tomb is found to very competent guide and offers her services for
be empty and she has become a vampire. one week if the party will assist her.

8
By PJ Coffey

Origins of the Southern Seas:


The Reef Singer Culture and
Beachcomber Background
I t is said by some that all life sprang from the
primordial oceans. It’s unsurprising, then, that
many sapient creatures make their homes near
Tenders of Coral
Coral reefs are more than colorful, stately
the coastal shores. Some, however, live in closer structures—they are countless animals banding
kinship with the beaches and shallows than together and providing food, home, and protection
others. Those of the reef singer culture and who to countless others. In turn, those who tend these
have made their living as a Beachcomber are two reefs, too, exercise both teamwork and hospitality.
such peoples. These lives are far from merely Not only do these folk tend the coral, however, they
lazy days with warm sun and sea breezes, are able to grow them at an astonishing rate.
however—the oceans are harsh and unforgiving,
utterly unconcerned with the danger they pose Warm Ocean Builders and Travellers. The people
and the havoc they wreak on those who live at of the Reef Singer culture are well known to enjoy
their borders. This article also includes magic traveling the warm parts of oceans, looking for
items one might find among the reef singers. areas that are naturally rich in nutrients and safe
from storms, such as sheltered lagoons. When they
Those interested in other articles that involve find a suitable spot, they form nurseries of coral
those that make their homes on the sea and and begin to grow their reefs and atolls. Rather
shore should consult “Heritages of the Coral like caring for trees in an orchard, these people
Climates” in Gate Pass Gazette Issue #09 build fences around the coral to protect it from
for details on the shark-like galeoni and the sea creatures and, after their work is done, they
tentacled podes. leave. Every year or so, they return, shaping the

9
coral further to their liking and expanding and These coastal people also favor the use of
producing these rainforests of the sea such that shells, bits of coral, pearls, coconut shells,
fish, plants and other living things flourish there, and sheets of tanned shark hide to create
making them ripe to be harvested again and again. adornments for themselves. The brighter and
The intricate structures they can make from coral more ornate the costume, the higher the status
are impressive, for they possess the art of coral- of the individual that has had the spare time
singing. This ability also allows them to create and dedication to collect the pieces of their
dwelling places, under the right circumstances. outfit, though even this status translates more
Open Arms and Open Hearts. The reef singers to respect than true authority.
are an open and gregarious people who freely Siren Sounds of Surf and Sand. Reef singers
adopt others of different heritages and consider favor shakers, horns, and bottles. They prefer
them Reef Singers for purposes of marriage to avoid most stringed instruments and other
and inheritance. Bargains are struck by word of instruments that water and salt will warp and
mouth and both sides are expected to adhere to rust. The highest form of art is storytelling
them freely. However, writing down contracts through dance, which captures the feel of
is regarded as a grave insult and is considered flowing underwater. Some podes, with their
tantamount to declaring either or both parties ability to transform their skins into different
untrustworthy and seeking to cheat the other. colors, hone this talent to new heights, with
The singers’ social structure is fairly flat and the most talented performers able to produce
while they can support specialists and artisans, the kaleidoscopic, shifting multi-coloured and
maximum size of their coral structures and their faintly glowing patterns of rings and stars.
preference to build in shallow lagoons means that Galeoni and those of other heritages can and
they often avoid building large cities. Some groups do mimic this effect with tattoos and glowing
travel between several different islands and atolls body paint.
over the course of a year or several years, checking Songs from outsiders are often a big hit due
and tending their sung-coral structures and leaving to their novelty value and frequently enjoy
in time to allow the resources that have been popularity with the younger podes. Such
depleted by their presence to replenish. younglings have not developed sufficient skin
From the Depths. Reef singers believe their way of control to lean into story-telling dances, but they
life originated in the deep song of the whales that can still weave their magic through coral in song
cruise the long dark abyssal depths of the ocean, and are always looking for fresh and exciting
that in the before times all was chaos and churning ways to practice.
water. There the whales sang to each other and the Waste Not, Want Not. Greed and wastefulness
ground descended from above to split the water, are considered great social faux pas, and
eventually ending the chaos and bringing solidity everything taken from the ocean must be used
to the world. At the side of the ocean were the great with respect. Each community is in frequent
sandbanks. The whirling and swirling of the water contact with others, but the coral cannot
over these sandbanks carved out strange and novel support great numbers, so the search for new
shapes. These shapes, filled with the deep song of locations can be frequent. This exposes them
the whales, became the first people, and with them to the dangers of traveling into the unknown,
the beasts of the air and land and sea. so every member able is expected to use their
Making a Splash. Reef singers have a wide variety resources wisely. To this end, a combination
of different ways to adorn themselves. Fabrics are of hard muscle and soft paunch is admired,
useful for sails and providing warmth when coming showing a prosperous individual capable of
in and out of the water, but for day-to-day use one making long journeys.
of the more common features of reef singer culture is High Seas? Highways! Reef singers have a very
self-adornment using a specially bred (or magically strong preference for travel via water. Decorative
altered) species of sea anemones as wigs or anemones need frequent watering, and why
accessories. Unlike the hairpieces of humans, these walk when you can sail or drift? It is a coming-
sea anemones have their own sticking capability, but of-age ritual in most reef singer groups for an
must also be fed regularly and regularly submerged adolescent to craft their own small, basket-like
in salt water to keep them healthy, fresh and clean. boats, similar to coracles. Those inclined to
If neglected, they may wander off, which can be the craft continue their studies, but whether is
distressing for all concerned. obtained from an artisan or built by hand, to a

10
reef singer decorating their craft is done with and likely involves additional reef singers,
as much purpose and deliberation as adorning alternate construction efforts, magic, or, most
themselves and yearly competitions to judge the likely, all three.
artistry of such ships are common. Skills of the Seas. Choose two from the
Attitudes Towards Adventurers. Reef singers following list: Acrobatics, Animal Handling,
may come across adventurers in several ways, Athletics, Culture, Medicine, Performance,
such as meeting them as they travel through Survival. You gain proficiency with the
the interstitial zone of the shallows between chosen skills. You also gain proficiency with
dry land and the high seas or greeting a party water vehicles.
as they return to their seemingly abandoned Coastal Weapon Training. You have proficiency
homes as part of a routine migration. As with blowguns, nets, spear-throwers, and
described above, they happily offer their tridents.
hospitality to visitors, but those seeking
violence should beware—the sea is not kind, no Reef Craft. You are proficient with two of the
matter its face, making reef singers a hearty folk following: carpenter’s tools, cook’s utensils,
more than capable of defending themselves if herbalism kit, leatherworker’s tools, mason’s
their welcoming nature is abused. tools, musical instrument, painter’s supplies,
poisoner’s kit, sewing kit, tinker’s tools.
Reef Singer (Culture) Languages. You can speak, read, write and sign
in Common and Aquan, plus up to three others
Reef Singers will generally take things in good
of your choice.
part and are always pleased to have someone
perform for them. A feat of strength, a new
song, or some well-turned trick of conjuring will Beachcomber (Background)
win good-natured and enthusiastic applause. The ocean is both wide and incredibly bountiful,
They prize being good-natured and the ability and, when filled with tempest and torment,
to laugh at one’s own mistakes. An easy way some of that incredible bounty can be torn
to upset them is to set oneself up as more loose. Perhaps a ship beleaguered by the ocean
important, or to be obviously wasteful either upon storm-tossed waves has come to grief,
through excessive consumption leaving things or a storm has raged with sufficient power
uneaten or through destruction of property and to swirl up previously buried treasures from
beauty. These sorts of actions strike against the the oceanic depths and abyssess and bring
egalitarian and thrifty nature of these people. them to a peaceful rest upon a beach. It is the
Characters raised in the Reef Singer culture beachcombers who walk the borders between
share a variety of traits in common with one the water and the land who come to harvest
another. what others would consider trash and which
they consider treasure.
Coral Singer. Given access to warm water and
sufficient nutrients, a coral singer can easily As a beachcomber you must ask yourself, why
create a Haven for up to four creatures within did you give up your life of outdoor work and
8 hours. Over the course of 24 hours of effort, being your own boss? What mystery or urge
the coral singer can expand this to up to 8 drives you to go exploring in the world?
creatures keeping them warm and dry and safe Ability Score Increases: +1 to Wisdom and one
from the elements. Further efforts are possible, other ability score.
but require monthly maintenance, care, and
Skill Proficiencies: Survival, and one of
a great deal of food for the coral. Such efforts
Perception or Medicine.
can, over the course of a year, provide a level 1
Encampment, Farm, House, Menagerie, Sacred Tool Proficiencies: Water vehicles, musical
Grove or Temple stronghold. Such a stronghold instrument.
requires yearly maintenance by a reef singer Suggested Equipment (Cost 15 gold): Common
lasting 1 week or it will fall into disrepair and clothes, 2 days rations, shovel, fishing pole
lose its status as a stronghold.
Feature: Waste Not, Want Not. You have
Increasing the level of this stronghold an unmatched skill at picking over valuables
or combining it with another stronghold and finding things which other people would
is a task best designated by the Narrator

11
want to keep. A number of times equal to your Beachcomber Mementos
proficiency bonus per long rest, you can pick
over some fresh scene of devastation, such A message in a sealed bottle that you’ve
1.
as a storm, fire, or monster attack and extract never opened.
miscellaneous items. Once sold, these goods 2. A sun-bleached skull of strange shape.
can support you at a moderate lifestyle for the A scrimshawed piece of driftwood which
next week, potentially longer, depending on 3.
is abstract yet beautiful.
where you have scavenged. At the Narrator’s A treasure map, badly water-stained, of
discretion, you may occasionally find something 4. an island. There is no clue as to where the
truly rare, unique, or possibly cursed island is or the nature of the treasure.
Additionally, when you are attempting to A jaunty hat which keeps the sun off and
craft items (including magic ones), you gain an 5.
has seen better days.
expertise die on rolls associated with gathering
6. Your first ever fishing rod.
the material components required.
A flag that no one you’ve met has been
Adventures and Advancement. You left 7.
able to identify.
your gorgeous beachfront for a reason, but
your skill at scavenging, improvising and A shining pearl necklace that has survived
8.
surf and sand and worse.
wheedling are extremely transferable. Certain
kinds of collecters and merchants will come A piece of flinty gravel, taken from where
9.
to you about obtaining specific items or solicit you first saw your true love.
your expertise. If you aid several of these A compass that points in a variety of
collectors, you will be approached by the 10. directions but never really seems to be
agents of nobility and the ludicrously wealthy, aligned with North.
potentially gaining access to secret auctions
and events you would not otherwise have
access to.
Magic Items
Connection and Memento. Roll 1d10, choose, Glowing Body Paint
or make up your own.
Wondrous item, common (cost 15 gp)
Beachcomber Connections Crafting Components: A drop of oil left out during
The parents who raised you and taught you thunderstorm followed by a rainbow, a waterproof
1. container covered in mother of pearl.
how to find treasure from others’ trash.
The mentor who initiated you into the The paint contained within this rainbow-hued
2. container appears to shift and change with the light.
ways of finding hidden beauty.
One use of this pot can be applied to the skin of a
The rival who always tries to beat you to Medium or smaller humanoid in order to grant
3.
the beach after a storm. them a glowing luminescent patchwork design
The lover who time and tide keep from which can cycle through several patterns and even
4. appear to move across the skin before reappearing
your side.
and going again. This effect lasts for 24 hours,
A romantic rival for a beloved eaten by a during which you suffer Disadvantage on all Stealth
5.
giant crab, who blames you for their death. checks. When found the container contains 2d4 uses.
An eccentric inventor who buys the things
6.
you bring them for their work. Jaunty Sea Anemone
A friendly shopkeeper who sells the Wondrous item, uncommon (cost 350 gp)
7.
things you don’t want . Crafting Components: A sea anemone fetched from
A fisherfolk who trades you fish for a coral reef at midday, a hand-crafted silver mirror
8. This tendrilled, brightly coloured sea creature is
lumber and has all the latest gossip.
often mistaken for a plant, but it is very much a
A ship’s captain with one leg, one eye and one
9. live animal capable of movement. On account of
hand who tells stories and shares their rum. its magical nature, not only will it stick to almost
A herder who always drops by with a any organic or inorganic surface, allowing it to be
10. worn on the outside of a helmet at a jaunty angle,
haunch of meat to share in the cooking.
but it can also be trained to jump on non-verbal
cues, adding depth to a performance. You gain
an expertise die on Performance and, when the
12 Narrator deems it appropriate, Persuasion checks.
By Mike Myler

Scourge of the Sea:


The Blastfire Pirates
T here are many perils of the ocean, but few are
as evocative as pirates. The Blastfire Pirates,
between their fierce prowess and mysterious black
a mysterious fuel that can send their vessels
careening through the water at breakneck
speeds. This innovation makes them incredible
powder magic, are dramatic examples of the type. ambushers—and a devil to catch. The leader
The following NPCs will help add additional of this swift pirate fleet is the intrepid and
flair to any seagoing encounter, whether the inventive halfling Bonnie Blastfire, feared across
adventurers encounter them as friend or foe. all the seas as much for her impulsiveness and
unpredictability as the legendary fierceness of
For campaigns that don’t commonly feature her waterborne assaults. She and her buccaneers
firearms or black powder, these pirates could be stoke the fires of revolution everywhere they
representatives of a strange culture the party has sail, sometimes even serving rebellions to help
yet to encounter, or a senior officer (or Bonnie overturn the rule of law.
Blastfire herself) learned the strange art of
gunsmithing from some mysterious source. Light Explosive Assaults. Even the most
and heavy crossbows and hand crossbows can experienced mariners fear a twilight raid from
also be substituted in place of firearms. these pirates, their vessels careening out of
the darkness at breakneck speed to ram a ship
Blastfire Pirates completely unprepared for an attack. Within
seconds they turn about on the injured vessel,
Like most seafaring cutthroats, the marauding either training cannons on their victims or
Blastfire Pirates make use of cannon and leaping across the water to take the deck with
gunshot, but they also share an explosive secret: bloody fervor.

13
Legendary Leader. When betrayed by her with 2–3 blastfire crewmates; Bonnie Blastfire
navy superiors, young Bonnie took quick with blastfire captain or 2–3 blastfire crewmates
revenge—annihilating half an armada amidst Treasure 500 sp, 4,750 gp, 450 pp, 2 bags of
port repairs with a conflagration of historical holding, bowl of commanding water elementals,
size—and has been taking vengeance ever feather token (boat), ring of free action, sea
since. The halfling has a burning hatred of witch’s amulet
authority and encourages her underlings to
wreak havoc on whatever military ships they CR 23–30 7–10 blastfire crewmates; blastfire
come across (only attacking merchant vessels captain with 6–8 blastfire crewmates; 2 blastfire
when the coffers are sparse; there’s usually captains with 4–6 blastfire crewmates; Bonnie
more black powder on a navy boat anyway). Blastfire with 2–3 blastfire captains, or 2
blastfire captains and 2 blastfire crewmates, or
Legends and Lore blastfire captain and 3–4 blastfire crewmates,
or 4–6 blastfire crewmates
With a Culture or History check, characters can Treasure 1,000 sp, 6,000 gp, 800 pp, 4 bags of
learn the following: holding, folding boat, transforming cloak (undine)
DC 10 The Blastfire pirates have strange-smelling CR 31+ 11+ blastfire crewmates; blastfire captain
magic that makes their cursed vessels cut across with 9+ blastfire crewmates; 2 blastfire captains
the waves with the roar of the very seas. with 7+ blastfire crewmates; Bonnie Blastfire
DC 15 Blastfire pirates are obsessed with black with 4+ blastfire captains, or 2 blastfire captains
powder (which they use for their fast-moving and 3+ blastfire crewmates, or blastfire captains
vessels) and subverting authority. Smart and 5+ blastfire crewmates, or 7+ blastfire
merchants travel with a small barrel of the crewmates
explosive, quick to offer it for parlay in the Treasure 2,000 sp, 7,500 gp, 2,000 pp, current
event of a raid. stamps used to print a local currency (worth
DC 20 Bonnie Blastfire is a brilliant alchemist 42,000 gp), apparatus of the crab, 9 bags of
and chaotic revolutionary—though she has holding, ring of water elemental command
little direction, the halfling is an excellent judge
of character and only requires captains who
believe in the cause.
BLASTFIRE CREWMATE CHALLENGE 3
MEDIUM HUMANOID (ANY) 700 XP

Blastfire Pirate Encounters AC 14 (padded leather)


HP 60 (8d8 + 24; bloodied 30)
The Blastfire pirates are most commonly found
Speed 30 ft., climb 20 ft., swim 20 ft.
on the seas or swaggering through the streets of
a coastal settlement, but some prefer shallow- STR DEX CON INT WIS CHA
hulled swamp crafts. 14 (+2) 15 (+2) 16 (+3) 12 (+1) 11 (+0) 11 (+0)
CR 3–4 blastfire crewmate Proficiency +2; Maneuver DC 12
Treasure elemental gem (emerald), fathomer’s Saving Throws Dex +4, Con +5
ring, 165 gold
Skills Athletics +4, Deception +2 (+1d4),
CR 5–10 2 or 3 blastfire crewmates; blastfire Perception +2, Stealth +4; water vehicles +4 (+1d4)
captain with blastfire crewmate Damage Resistances fire, poison
Treasure 100 sp, 750 gp, 20pp, bag of holding, Senses passive Perception 12
water charm Languages Common, thieves’ cant
CR 11–16 4 blastfire crewmates; blastfire captain Blastfire Cauldron. The crewmate can spend
with 2–3 blastfire crewmates; Bonnie Blastfire 24 hours (–1d4 hours per additional crewmate)
Treasure 200 sp, 1,500 gp, 150 pp, bag of modifying the rear of a water vehicle to add on a
blastfire cauldron. Once per day, the water vehicle
holding, cloak of the manta ray, decanter of
can double its Speed for up to 1d4 rounds, during
endless water, feather token (anchor) which it can only travel in one direction.
CR 17–22 6 blastfire crewmates; blastfire captain Combat Expertise. The damage of the crewmate’s
with 4–5 blastfire crewmates; 2 blastfire captains attacks includes a d4 expertise die.

14
ACTIONS Languages Common, thieves’ cant

Multiattack. The crewmate makes two attacks in Blastfire Cauldron. The captain can spend 16 hours
(–1d4 hours per crewmate helping) modifying the
any combination, but they can only make one ranged
rear of a water vehicle to add on a blastfire cauldron.
attack with their saber pistol or carbine per turn.
Twice per day, the water vehicle can double its Speed
Saber Pistol. Melee or Ranged Weapon Attack: +4 for up to 1d4+2 rounds during which it can only travel
to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 9 in one direction.
(1d8 + 1d4 + 2) slashing damage. Chaotic. The captain radiates a Chaotic aura.
Carbine. Ranged Weapon Attack: +4 to hit, range Combat Expertise. The damage of the captain’s
50/150 ft., one target. Hit: 11 (1d12 + 1d4 + 2) piercing attacks includes a d6 expertise die.
damage.
Evasion. When the captain makes a Dexterity
BONUS ACTIONS saving throw against an effect that deals half damage
on a success, they take no damage on a success and
Blasting Jump (1/Day). The crewmate tears a half damage on a failure.
pouched-horn from their belt and lights it, moving
Sneak Attack (1/Turn). The captain deals an extra 10
them 40 feet in a direction of their choice without (3d6) damage when they hit with a weapon attack while
provoking opportunity attacks while creating a 15-foot they have advantage on the attack, or when the captain’s
radius explosion centered on their starting square. target is within 5 feet of an ally of the captain while the
Each creature in the area makes a DC 13 Dexterity captain doesn’t have disadvantage on the attack.
saving throw, taking 21 (6d6) fire damage on a failure,
or half damage on a success. The crewmate can spend ACTIONS
their reaction to halve damage from colliding with a
structure during this movement (which deals falling Multiattack. The Blastfire captain makes two
damage), but such an impact ends the movement. attacks in any combination, but they can only make
one ranged attack with their saber pistol per turn and
REACTIONS must have sufficient ammunition loaded to fire their
revolver more than once per turn.
Defusing Fuses (1/Day). When a creature hits the
crewmate with a melee attack, they pull a bundle Saber Pistol. Melee or Ranged Weapon Attack: +6
of friction-lit fuses out of their bandolier to create to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 11
a shower of sparks that disrupt their attacker and (1d8 + 1d6 + 3) slashing damage.
turn the hit into a miss. Revolver. Ranged Weapon Attack: +6 to hit, range
60/180 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Combat
BONUS ACTIONS
The crewmate uses Blasting Jump to damage the
maximum number of foes while moving to an Blasting Leap (2/Day). The captain tears a
advantageous position that grants them cover or pouched-horn from their belt and lights it, moving
forces a ranged confrontation. them up to 80 feet in a direction of their choosing
without provoking opportunity attacks while
creating a 20-foot radius explosion centered on their
BLASTFIRE CAPTAIN CHALLENGE 6
starting square. Each creature in the area makes a
DC 15 Dexterity saving throw, taking 35 (10d6) fire
MEDIUM HUMANOID (ANY) 2,300 XP
damage on a failure, or half damage on a success. The
AC 16 (+1 padded leather) captain can spend their reaction to take no damage
from colliding with a structure during this movement
HP 119 (14d8 + 56; bloodied 59) (which deals falling damage) and otherwise takes half
Speed 35 ft., climb 25 ft., swim 25 ft. damage, but such an impact ends the movement.
Cunning Action. The captain takes the Dash,
STR DEX CON INT WIS CHA Disengage, Hide, or Use an Object action.
16 (+3) 17 (+3) 18 (+4) 15 (+2) 12 (+1) 15 (+2)
REACTIONS
Proficiency +3; Maneuver DC 14
Defusing Fuses (2/Day). When a creature hits the
Saving Throws Dex +6, Con +7
captain with a melee attack, they pull a bundle of
Skills Athletics +6 (+1d4), Deception +5 (+1d6), friction-lit fuses out of their bandolier to create a
Engineering +5, Insight +4 (+1d4), Nature +5, shower of sparks that disrupt their attacker and turn
Perception +4 (+1d4), Stealth +6 (+1d6); water the hit into a miss.
vehicles +6 (+1d6)
Twist the Knife (Recharge 6). When the captain scores
Damage Resistances fire, poison a critical hit with a melee weapon attack, they deal their
Senses darkvision 60 ft., passive Perception 17 sneak attack damage (if they are not already doing so).

15
Combat ACTIONS
The captain moves around the battlefield trying Multiattack. Bonnie makes three attacks in any
to flank opponents, focusing their attacks on combination, but she can only make one ranged
healers and leaders to spread chaos among their attack with her saber pistol per turn and must have
enemies. sufficient ammunition loaded to fire her revolver
more than once per turn.
+1 Saber Pistol. Melee or Ranged Weapon Attack:
+9 to hit, reach 5 ft. or range 10/30 ft., one target.
BONNIE BLASTFIRE CHALLENGE 12 Hit: 14 (2d8 + 5) magical slashing damage.
SMALL HUMANOID (HALFLING) 8,400 XP Revolver. Ranged Weapon Attack: +8 to hit, range
60/180 ft., one target. Hit: 15 (2d6 + 1d8 + 4) piercing
AC 17 (+3 padded leather) damage.

HP 170 (20d6 + 100; bloodied 85) BONUS ACTIONS


Speed 40 ft., climb 30 ft., swim 30 ft. Blasting Leap (3/Day). Bonnie tears a pouched-
horn from her belt and lights it, moving her up to 120
STR DEX CON INT WIS CHA feet in a direction of her choice without provoking
18 (+4) 19 (+4) 20 (+5) 17 (+3) 14 (+2) 17 (+3) opportunity attacks while creating a 30-foot radius
explosion centered on her starting square. Each
creature in the area makes a DC 17 Dexterity saving
Proficiency +4; Maneuver DC 16 throw, taking 49 (14d6) fire damage on a failure, or
Saving Throws Dex +8, Con +9 half damage on a success. Bonnie takes no damage
from colliding with a structure during this movement,
Skills Athletics +8 (+1d6), Deception +7 but such an impact ends the movement.
(+1d8), Engineering +7 (+1d4), Insight +6 (+1d8),
Cunning Action. Bonnie takes the Dash, Disengage,
Intimidation +7, Nature +7 (+1d4), Perception +6 Hide, or Use an Object action.
(+1d6), Stealth +8 (+1d8); water vehicles +8 (+1d8)
Damage Resistances fire, poison REACTIONS

Condition Immunities frightened Defusing Fuses (3/Day). When a creature hits


Bonnie with a melee attack, she pulls a bundle of
Senses darkvision 60 ft., passive Perception 19 friction-lit fuses out of her bandolier to create a
Languages Common, thieves’ cant shower of sparks that disrupt her attacker and turn
the hit into a miss.
Blastfire Cauldron. Bonnie can spend 8 hours
(–1d4 hours per creature helping) modifying Twist the Knife (Recharge 4–6). When Bonnie scores
a critical hit with a melee weapon attack, she deals her
the rear of a water vehicle to add on a blastfire
sneak attack damage (if she is not already doing so).
cauldron. Three times per day, the water vehicle
can double its Speed for up to 2d4+2 rounds LEGENDARY ACTIONS
during which it can only travel in one direction.
Bonnie can take 3 legendary actions, choosing from
Chaotic. Bonnie radiates a Chaotic aura.
the options below. Only one legendary action can
Combat Expertise. The damage of Bonnie’s be used at a time and only at the end of another
attacks includes a d8 expertise die. creature’s turn. She regains spent legendary actions
Evasion. When Bonnie makes a Dexterity saving at the start of her turn.
throw against an effect that deals half damage on Blast Em! Bonnie yells at a blastfire crewmate she can
a success, she takes no damage on a success and see within 60 feet. The crewmate can use its reaction
half damage on a failure. to make a ranged weapon attack using a firearm.
Halfling Nimbleness. Bonnie can move through Buccaneer Rally. Bonnie or a blastfire crewmate or
the space of any creature that is of a size larger captain they can see within 30 feet regain 12 (2d8 +
than hers. 3) hit points.
Lucky. When Bonnie rolls a 1, 2, or 3 on the d20 Blasting Leap (Costs 2 Actions). Bonnie uses
for an ability check, attack roll, or saving throw, Blasting Leap.
she can reroll the die and must use the new roll.
Sneak Attack (1/Turn). Bonnie deals an extra 21 Combat
(6d6) damage when she hits with a weapon attack
while she has advantage on the attack, or when Bonnie capitalizes on her sneakiness and speed,
her target is within 5 feet of an ally of hers while popping up from out of nowhere to take out the
she doesn’t have disadvantage on the attack. weakest foes first and forcing their allies on the
backfoot while her crew presses forward.

16
By Peter N. Martin

Hands of the Deliverers:


Protector Archetypes

T he job of bodyguard is an old and


respected one. However, sometimes a
sharp eye and an intimidating presence simply
can be a competent defender and protector
of those they care about, Guardians make
it a singular focus, honing themselves into
aren’t enough, even when pared with martial bastions and refuges that ensure that no harm
prowess. The following archetypes take this shall befall those they protect.
concept to new—and often magical–heights.
While not all who follow these paths are noble Table: Guardian Spells
or selfless, this article also features a new CLERIC LEVEL SPELLS
organization: The Deliverers, who seek safety
and equality for all. 1 sanctuary, shield
Those looking for a roguish bent to the theme 3 find traps, warding bond
should consider the Bodyguard archetype from 5 counterspell, remove curse
“Playing Against Type” in Gate Pass Gazette
7 resilient sphere, mindshield
Issue #06
9 greater restoration, hallow

Guardian (Cleric) Protective Arsenal


When people pray for deliverance from At 1st level when you select this archetype,
threats, they often hope the higher power they you gain some additional training to help
beseech will send a Guardian. While any cleric you defend yourself and others. You gain

17
proficiency with the Medicine skill, heavy toward your ally. If this puts you within 5 feet of
armor, and shields. You also gain an exertion their position, you may also cast a cantrip with a
pool with 3 exertion (regaining your exertion casting time of one action targeting them as part
on a short or long rest) and learn your of the same reaction. Once you have used this
choice of the Shield Wall or Shoulder Check feature a number of times equal to your Wisdom
maneuver. This pool can only be spent to modifier, you can’t do so again until you finish a
activate the chosen maneuver, though you can long rest.
use exertion from other sources to activate
that maneuver. Aegis of the Defenseless
At 17th level, you are a shield to everyone near
Ever-Vigilant you. Unarmed non-combatants and unconscious
Also at 1st level, you gain an expertise die on creatures not hostile to you within 30 feet can
Insight, Investigation, and Perception checks use your armor class (including any temporary
to notice or discern threats to yourself, your bonuses that may be active) if it is higher than its
companions, or those in your care. own when attacked.
In addition, Incorruptible Defender now
Interpose automatically succeeds rather than requiring a
At 2nd level, when a non-hostile creature within roll, and you may cast a spell of up to 2nd level
5 feet of you is targeted by an attack but before when you use Swift Aid.
the attack is rolled, you can switch places with
them as a reaction. The attack is resolved against
you instead of the original target and deals Security Specialist (Savant)
damage (if applicable) normally. At 8th level, the Sometimes derisively referred to as “professional
range of this feature increases to 10 feet. paranoids”, security specialists are trained
Once you have used this feature a number of to spot the vulnerabilities in buildings,
times equal to your proficiency bonus, you can’t organizations, security plans and even magical
do so again until you finish a long rest. wards. Whether they ultimately do this to exploit
those vulnerabilities, close them, or a mixture
of both varies from specialist to specialist. In all
Channel Divinity: cases, this can be hazardous to the specialist’s
Incorruptible Defender health and freedom, something they are very
aware of.
At 6th level, whenever a magical effect would
result in you taking an action that would
harm or imperil one of your allies or leave
Bonus Proficiencies
them undefended, you can immediately When you choose this archetype at 1st level,
spend a use of Channel Divinity to make you gain proficiency with light armor, medium
an additional saving throw against it with armor, and either shields or 4 martial or rare
advantage, ending the effect and dealing weapons of your choice. These weapons cannot
a number of d6s equal to your proficiency have the heavy, versatile, or two-handed
modifier to the source of the effect on a properties.
success. This damage is psychic damage if
the effect came from a creature and thunder Scrutinize Defenses
damage if the effect was caused by an object At 1st level, whenever you enter a new, relatively
not directly wielded by a creature. You can self-contained location (as determined by the
only use this feature once on a specific effect, Narrator) such as a public square, the room of a
though you can use it if you are later affected dungeon or building, or similar environment ,
by another use of the same effect. you may scrutinize it as an action. If you do, you
can ask the narrator 1d4 questions of your choice
Swift Aid from the following list.
At 8th level, you excel at being where you are • Where are the exits from this place?
needed most. If one of your allies takes damage
• What cover and/or concealment exists here,
from an attack, effect, or spell, you can take
if any?
the Dash action as a reaction to move directly

18
• What is the most dangerous-looking creature • Move up to 10 feet to a position that
in this location? provides at least half cover.
• What is the most hostile-looking creature in • Shout a brief message.
this location?
• If someone wanted to assault this location, Clever Eye
where would they most likely attack?
At 6th level, you can perform the Search action
• What environmental hazards exist here? as a bonus action and you gain advantage on
• Who here is armed? Investigation and Perception checks to locate
creatures using Stealth, traps, and other hidden
• Who here is likely to know magic?
hazards. You can also always choose to use
• Are there any unsafe-looking weaknesses in Intelligence on such checks, as well as on Sense
the structure or environment? Motive checks.
• Are there other sources of danger here?
You may also, if undisturbed, scrutinize Uncanny Eye
a location for an uninterrupted minute and At 11th level, you have have become such an
learn the answers to all of the questions above. expert on the intentions of sapient creatures
Anything that has been deliberately hidden, that it’s as though you can read their mind.
such as hidden traps, doors shrouded by As an action, and as an action for a number
illusion, or creatures using Stealth is not revealed of turns equal to your Intelligence modifier,
by this feature. you can attempt to discern the thoughts of
Reconnaissance one creature with an Intelligence score of at
least 3 that you can see. The creature makes a
At 2nd level, you can spend 10 minutes Wisdom saving throw against your trick save
examining a building from outside and learn DC. On a failure, you are aware of its surface
the avenue of approach least likely to attract
thoughts as with the detect thoughts spell. On
notice, the places where security (if any) is
the next turn you can use an action to suss out
thickest, and any back or service entrances
its intentions. The creature makes a second
in regular use. You also gain advantage on
Wisdom saving throw. On a successful save,
your first Stealth check made to infiltrate
the creature is largely inscrutable, though
such a building. This feature does not reveal
you can still read its surface thoughts. On a
anything that has been purposefully hidden
failure, you are able to know the creature’s
or obfuscated, though the Narrator may allow
you to make rolls to see through Stealth, motivations, emotional state, and something
illusion magic, and the like. Depending on the that looms large in its mind.
size and structure of the building, the Narrator During this time, the creature can make a
may determine that this feature requires more Wisdom saving throw to notice your attentions,
or less time. A hovel may only take a minute, contested by your trick save DC. On a success, it
while a truly impressive fortress may require realizes your intent and this effect ends.
an hour’s worth of surveillance.
The concentration necessary for such focus
is exhausting. Once you use this feature, you
Coiled Spring must finish a short or long rest before you can
Also at 2nd level, if you are conscious, you are use it again.
on guard. You gain an expertise die to initiative
checks. Additionally, as long as you are not Inescapable Gaze
confused, grappled, incapacitated, paralyzed,
At 14th level, your alertness has reached a
petrified, slowed, stunned, or unconscious, you
can always use your reaction to do one of the truly superlative level. You can use an action
following: to focus your senses and gain blindsight with a
range of 30 feet for 1 minute. Such utter focus
• Draw a weapon. is mentally taxing, however. Once you use this
• Equip a shield. feature, you must finish a short or long rest to
• Drop prone. use it again.

19
Leave No Trace
At 17th level, you have become nearly
Intrinsic Calm
impossible to track down and leave trails of At 1st level, the powerful protective magics at
false evidence and fake identities to confound your command make you hard to menace. You
those who would do so. Any attempts to gather gain an expertise die on saving throws and
information about, identify, or track you suffer opposed checks from effects that would cause
disadvantage. Additionally, these precautions you to be frightened or rattled.
mean you are hidden from divination magic
and cannot be perceived by magical scrying Persistent Protection
sensors. By taking preparations that require
a full 24 hours of work, you can extend these Also at 1st level, the very air around you thrums
benefits to one other creature for a number of with protective magic. As long as you are
days equal to your Intelligence modifier. Due conscious and aren’t wearing armor, your AC
to the intense work on your part, you can only equals 13 + your Dexterity modifier.
obscure one creature at a time and you can’t
perform any journey or downtime activities for High-Quality Defenses
the duration of this effect. Beginning at 6th level, when you cast a spell
that provides an AC bonus, cover, temporary
Warder (Sorcerer) hit points, or creates a barrier with hit points,
you can spend a number of sorcery points
Warders are fortunate enough to be infused equal to its slot level to enhance it in the
with powerful protective magics down to following ways: if the spell provides an AC
the very core of their being. This might be bonus, the bonus increases by an amount equal
the result of an ancestor who specialized in to half your proficiency bonus; if it provides
such magic or even a divine blessing put on cover, this cover increases by one step, from
them or their bloodline. Because their magic half cover to three-quarters or from three-
is defensive and protective in nature, warders quarters to full; if the spell provides temporary
often enjoy more respect and invoke less hit points or creates a barrier that has hit
instinctive fear than other sorcerers, and find points, these hit points increase by 50%.
themselves sought after by nobility, royalty,
and security forces even from young ages.
This sometimes comes with unwelcome
Sympathetic Defense
responsibilities and expectations, and more At 14th level, when you cast an abjuration spell
than one Warder has chosen a life of adventure with a range of Self, you may spend sorcery
simply to escape the demands of their home points equal to the slot level of the spell to also
community. cast it on one non-hostile creature within 10
feet of you. If the spell requires concentration,
Table: Wander Spells the effect disappears from both creatures if you
lose concentration. You can use High-Quality
SORCERER Defenses in combination with this feature, but
SPELLS
LEVEL you must pay the sorcery point cost for both
earth barrier, protection from evil and targets.
1
good, sanctuary, shield of faith
arcane lock, force of will, protection
Living Citadel
3 At 18th level, whenever you cast a spell of the
from poison, see invisibility
abjuration school, you may choose to gain
beacon of hope, counterspell, glyph of resistance to all damage for a number of rounds
5
warding, magic circle equal to the spell’s slot level (minimum 1). If
you do so, your speed is reduced to 0 for the
banishment, death ward, mindshield,
7 duration. You can end this effect early as a
resilient sphere
reaction to gain immunity to one damage type
antilife shell, dispel evil and good, of your choice until the beginning of your next
9
wall of force, wall of stone turn. Once you have used this feature a number

20
of times equal to your Charisma modifier Deliverers have a very clear-eyed view
(minimum once), you can’t do so again until you of the world and a set of highly-achievable
finish a long rest. baselines they seek to establish everywhere.
Self-government, rights and freedoms, fair
Notable Organization laws, education, and the eradication of
desperate poverty for all rank the highest
Heroes to the oppressed, allies to the among their priorities. They seek to build
responsible, watchdogs of the powerful, societies that are fair and just so those
and tireless foes of tyrants everywhere, the in them thrive and prosper, but freely
Deliverers want nothing more—and nothing acknowledge that a perfect utopia is beyond
less—than for all sapient beings everywhere to their reach. To these ends, they work with
live in peace, equality, and freedom. a number of benevolent faiths, but they are
fundamentally a secular organization.
The Deliverers Deliverers can be found across all strata
Structure: Five branches, each with an of society, working as armed protectors,
individual hierarchy and oversight over two of academic instructors, magical researchers,
the others. and more. The organization is aggressively
self-policing and has thus far managed to
Symbol: Battered shield wrapped in flowering avoid any serious corruption problems.
vines. The flowers vary; artists tend to choose Average people most commonly encounter
local flowers. a Deliverer either when a community comes
Base of Operations: Decentralized, but the under attack or as one passionately argues for
Archive of Mortal Worth (Grade 7 library) social change in the public square. However,
and The Shield of All (grade 5 Training Hall) they also have a covert arm that rightly
are the two largest facilities owned by the terrifies despots everywhere as it works
organization. tirelessly and implacably to tear their cruel
Beliefs: It is the birthright of every sapient empires down.
creature to live in safety, peace, and liberty.
Goals: Protect the innocent. Build and maintain
just and responsible social structures. Tear
down tyranny and oppression.
The Deliverers, despite being a relatively
new organization that was founded less
than 300 years ago, have origins shrouded in
mystery. Some speak of a divine call, others
say that inspirational Celestials or dragons
took humanoid form, and the more realistic
point out that a tyrannical act of cruelty can
galvanize a nation. Whatever the reason,
it seemed that suddenly scores of highly-
competent and idealistic protectors surged out
of nowhere and immediately went to work
trying to create a better world.
Wherever they came from, though, the
Deliverers have proven themselves in a few
short centuries to be a powerful force in the
world. Adherents to a positive-sum ideology
where everyone benefits from everyone else
benefitting, they strive to protect people
everywhere from those who would harm,
exploit, or oppress them.

21
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extension, upgrade, improvement, compilation, abridgment or distributing are Open Game Content.
other form in which an existing work may be recast, transformed
or adapted; (c) “Distribute” means to reproduce, license, rent, 9. Updating the License: Wizards or its designated Agents
lease, sell, broadcast, publicly display, transmit or otherwise may publish updated versions of this License. You may use
distribute; (d)”Open Game Content” means the game mechanic any authorized version of this License to copy, modify and
and includes the methods, procedures, processes and routines distribute any Open Game Content originally distributed
to the extent such content does not embody the Product under any version of this License.
Identity and is an enhancement over the prior art and any 10. Copy of this License: You MUST include a copy of this License
additional content clearly identified as Open Game Content by with every copy of the Open Game Content You Distribute.
the Contributor, and means any work covered by this License, 11. Use of Contributor Credits: You may not market or advertise the
including translations and derivative works under copyright law, Open Game Content using the name of any Contributor unless
but specifically excludes Product Identity. (e) “Product Identity” You have written permission from the Contributor to do so.
means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters; 12. Inability to Comply: If it is impossible for You to comply
stories, storylines, plots, thematic elements, dialogue, incidents, with any of the terms of this License with respect to some or
language, artwork, symbols, designs, depictions, likenesses, all of the Open Game Content due to statute, judicial order,
formats, poses, concepts, themes and graphic, photographic and or governmental regulation then You may not Use any Open
other visual or audio representations; names and descriptions of Game Material so affected.
characters, spells, enchantments, personalities, teams, personas, 13. Termination: This License will terminate automatically if
likenesses and special abilities; places, locations, environments, You fail to comply with all terms herein and fail to cure such
creatures, equipment, magical or supernatural abilities or effects, breach within 30 days of becoming aware of the breach. All
logos, symbols, or graphic designs; and any other trademark or sublicenses shall survive the termination of this License.
registered trademark clearly identified as Product identity by the 14. Reformation: If any provision of this License is held to be
owner of the Product Identity, and which specifically excludes unenforceable, such provision shall be reformed only to the
the Open Game Content; (f) “Trademark” means the logos, extent necessary to make it enforceable.
names, mark, sign, motto, designs that are used by a Contributor
to identify itself or its products or the associated products 15. COPYRIGHT NOTICE
contributed to the Open Game License by the Contributor Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, Level Up: Advanced 5th Edition Adventurer’s Guide. Copyright
edit, format, modify, translate and otherwise create Derivative 2021, EN Publishing. www.levelup5e.com
Material of Open Game Content. (h) “You” or “Your” means the Level Up: Advanced 5th Edition Trials & Treasures. Copyright 2021,
licensee in terms of this agreement. EN Publishing. www.levelup5e.com
2. The License: This License applies to any Open Game Content Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright
that contains a notice indicating that the Open Game Content 2021, EN Publishing. www.levelup5e.com
may only be Used under and in terms of this License. You
must affix such a notice to any Open Game Content that Level Up: Advanced Fifth Edition Gate Pass Gazette #17. Copyright
you Use. No terms may be added to or subtracted from this 2023, EN Publishing. www.levelup5e.com
License except as described by the License itself. No other System Reference Document. Copyright 2000, Wizards of the Coast,
terms or conditions may be applied to any Open Game Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
Content distributed using this License. material by E. Gary Gygax and Dave Arneson.
3. Offer and Acceptance: By Using the Open Game Content You System Reference Document 5.0 Copyright 2016, Wizards of the
indicate Your acceptance of the terms of this License. Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
4. Grant and Consideration: In consideration for agreeing to Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
use this License, the Contributors grant You a perpetual, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
worldwide, royalty-free, non-exclusive license with the exact original material by E. Gary Gygax and Dave Arneson.
terms of this License to Use, the Open Game Content. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo
5. Representation of Authority to Contribute: If You are contributing Publishing, LLC; Author: Paizo Publishing, LLC.
original material as Open Game Content, You represent that Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo
Your Contributions are Your original creation and/or You have Publishing, LLC; Author: Jason Bulmahn, based on material by
sufficient rights to grant the rights conveyed by this License. Jonathan Tweet, Monte Cook, and Skip Williams.
6. Notice of License Copyright: You must update the Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing,
COPYRIGHT NOTICE portion of this License to include the LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
exact text of the COPYRIGHT NOTICE of any Open Game Monte Cook, and Skip Williams.
Content You are copying, modifying or distributing, and
Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott
You must add the title, the copyright date, and the copyright
Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
holder’s name to the COPYRIGHT NOTICE of any original
Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick
Open Game Content you Distribute.
Lawinger, and Bill Webb; Based on original content from TSR.
7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, DECLARATION OF OPEN GAMING CONTENT
except as expressly licensed in another, independent Please see the System Reference Documents on the official website
Agreement with the owner of each element of that Product for details of what constitutes Open Gaming Content.
Identity. You agree not to indicate compatibility or co-

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