Note: This weapon was made as a base to program the Storm Boomerang magic item into D&D Beyond. It was never intended to be an option for players.
+ +The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon.
+On a miss, a boomerang returns to the thrower's hand.
+Discover five legendary magic items from Dungeons & Dragons: Honor Among Thieves. Create portals, instantly slay enemies with low hit points, and more with these claimable items:
+The wizard Mordenkainen crafted this sleek, golden helmet. If he created other helms of disjunction, they have yet to be found.
+As an action while wearing this helm, you can use it to emit an antimagic pulse in a 300-foot-radius sphere centered on yourself. The pulse has the following effects:
+Magic Item Disjunction. Potions and scrolls in the area are destroyed. All other magic items in the area have their magical properties suppressed for 1 minute. Artifacts are unaffected by this property, as are magic items on your person.
+Spell Disjunction. Any ongoing spell ends if the creature, object, or area affected by it is even partly in the pulse’s area.
+Way of Force. The antimagic pulse is strong enough to knock down creatures close to you. Each creature within 30 feet of you must succeed on a DC 15 Strength saving throw or have the prone condition.
+Once you use the helm’s property, it can’t be used again until 1d4 days have passed.
+This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn.
+As an action, you can expend 1 charge from the staff to create two linked teleportation portals, each one appearing on a flat surface of your choice that you can see within 1,500 feet of yourself. Alternatively, you can expend 1 charge as an action to relocate one or both portals, subject to the same limitation. The surface on which a portal appears must be big enough to accommodate it. Each portal is a two-dimensional, glowing oval ring, and together they create an open doorway up to 6 feet high and 4 feet wide. Any creature or object entering one portal exits from the other as if the two portals were a single opening that connects their locations.
+A portal can appear on a moving surface, but the effect ends when the two portals move more than 1 mile apart. As a bonus action while holding the staff, you can close both portals (ending the effect) or suppress one portal, causing it to disappear until you relocate it (see above), during which time the remaining portal can’t be used. The portals otherwise last for 24 hours.
+Resembling a small dragon’s horn, this arcane device glows with a hellish internal light when held. As an action while holding this horn, you can invoke a necromantic effect called the Beckoning Death.
+The Beckoning Death arrives at the start of your next turn and manifests as a crimson cloud of smoke that fills a 30-foot-radius sphere centered on the horn. The sphere doesn’t move with the horn. At the start of each of your turns, the sphere’s radius increases by 30 feet. The cloud disappears after 10 minutes or when your concentration on the effect ends. Any creature (including you) that has 9 or fewer hit points when it ends its turn in the cloud is slain by the Beckoning Death. A Humanoid killed in this way instantly transforms into a zombie (see the Monster Manual). The zombie obeys the commands of the horn’s creator, the lich Szass Tam.
+Once you use the horn’s property, it can’t be used again for 1 year.
+Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage.
+A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.
+Witches of Rashemen created this Tiny stone tablet to counter the necromancy of the Red Wizards. As an action, you can cast true resurrection from the tablet. Once used in this way, the tablet turns to dust and is destroyed.
+Typically spoken by clockwork horrors.
+This heavy mace has a dark oaken handle and a head of blackened steel trimmed with gold. In combat, the mace’s head is wreathed in inky black energy.
+You gain a +3 bonus to attack and damage rolls made with this weapon. When you hit with an attack roll using it, the target takes an additional 4d4 radiant damage.
+If you have an evil alignment, you also gain the following benefits when attuned to Nightbringer:
+Blessing of the Dragon Queen. You are immune to the charmed and frightened conditions, and you gain immunity to one of the following damage types (choose when you attune to the weapon): acid, cold, fire, lightning, or poison.
+Eye of Midnight. You have darkvision with a range of 60 feet. If you already have darkvision, its range increases by 60 feet.
+Midnight Shroud. The weapon has 6 charges. When you hit a creature with an attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.
+Minecraft creepers have come to D&D, and they’re eager to detonate at your next session. This supplement brings five iconic mobs from the Minecraft game to D&D, including the blaze, creeper, ender dragon, enderman, and wolf of the overworld.
+Typically spoken by endermen.
+The rod sheds dim light in a 5-foot radius. As an action, a creature can try to snap the rod, doing so with a successful DC 14 Strength check. The snapped rod releases its fiery energy in a 5-foot-radius sphere centered on itself. Each creature in that area must make a DC 14 Dexterity saving throw, taking 6 (1d12) fire damage on a failed save, or half as much damage on a successful one.
+An End crystal is a Large object that has Armor Class 11; 30 hit points; vulnerability to bludgeoning and thunder damage; resistance to piercing and slashing damage; and immunity to poison and psychic damage. When a crystal is destroyed, it explodes in a 20-foot-radius sphere of destructive energy. Any creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one.
+A creature can throw the pearl up to 60 feet; if the pearl lands in an unoccupied space big enough to contain the creature, the creature teleports to that space, along with any equipment it is wearing or carrying, and the pearl disappears.
+The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the incapacitated condition.
+Melee Weapon Attack: +4 to hit; reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or have the prone condition.
+Legends of Runeterra: Dark Tides of Bilgewater includes three new subclasses perfect for adventures on ships, under the sea, and on the scummy streets of the Bilge. A new adventure full of brand-new monsters, magic items, and NPCs drawn from the lore of Legends of Runeterra.
+Mother Serpent
+Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.
+ + + + + +At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.
+Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.
+As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.
+Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.
+At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list.
+At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
+While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your dredge line ability, you can attempt a grapple with each of your appendages.
+Now on your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.
+You are now immune to all effects that would cause you to be charmed or frightened.
+Your skin hardens increasing your Armour Class by 1.
+You gain the ability to use echolocation. When you do so, you cast the true seeing spell, without using a spell slot or material components. After you cast a spell in this way, you can’t use this feature again until you finish a short or long rest.
+What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized Hextech weapons, but such folk are rare among the scoundrels of Bilgewater.
+Don’t mistake their boasting for an empty facade—folk who underestimate a renegade’s flashy gunplay tend to wind up dead.
+ + + + + + + +Starting at 3rd level, you gain proficiency with the two of the following skills: Deception, Persuasion, or Sleight of Hand.
+Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Choose one of the following options; each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels.
+Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list at the end of this subclass. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
+You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level.
+Starting at 7th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances and immunities.
+At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +1 bonus and your movement speed increases by 10 feet until the start of your next turn.
+At 15th level, your skill with your firearm can adapt to any situation. When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time. You must still meet the prerequisite of an upgrade in order to benefit from it.
+At 18th level, you learn to channel the volatile force of your firearm’s black powder into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.
+When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.
+Once you use this feature, you cannot use it again until you complete a short or long rest.
+Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun. As an action on your turn, you can target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier.
+The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 20th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
+Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. As an action on your turn, you can target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d10 + your Dexterity modifier.
+You deal extra damage while using this form when you reach higher levels, dealing damage equal to 2d10 + your Dexterity modifier at 5th level, 4d10 at 11th level, and 6d10 at 20th level.
+Prerequisite: Pistoleer Form
+You create a matching blade to accompany your firearm, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you use your action to shoot using your Gunfighter Form, you can use your bonus action to strike at a creature within melee range. Make a melee attack roll. The attack roll uses your Dexterity modifier, and you are proficient with the attack. On a hit, the attack deals slashing damage equal to 1d6 + your Dexterity modifier.
+By repurposing some salvaged Hextech parts, you equip your gun with an arcane net meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
+Prerequisite: Sniper Form
+You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 piercing damage.
+Prerequisite: Level 5
+You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your Gunfighter's Form feature until the end of your turn.
+Prerequisite: Sniper Form, Level 5
+You add a second barrel to your firearm. When you use your Gunfighter Form, you can shoot twice during a single action, instead of once. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
+As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed. Once you use this feature, you cannot use it again until you finish a short or long rest.
+As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
+When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can redirect a bullet in this way a number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest.
+You equip your firearm with a volatile piece of stolen Hextech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 3d8 lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
+As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your fighter level, rounded up. You can charge your weapons this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short or long rest.
+Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you’ve always gotten a kick out of leaving things up to chance.
+Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.
+ + + + + +Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.
+Also at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set.
+The gaming set you choose grants you a Wild Card’s Gambit, as detailed below. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.
+Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much on a successful one.
+You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.
+At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.
+At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:
+You regain expended power for your Wild Card’s Gambit feature.
+Your movement speed is doubled.
+You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
+You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.
+This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.
+You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.)>
+When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.
+Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.
+Dragon. Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.
+Griffon. Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. These benefits last until the start of your next turn.
+Sylph. You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn.
+You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below.
+You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.
+Wild Card Suit Table
+| Damage die (d4) | Suit |
| 1 | Blade. Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled. |
| 2 | Shackle. Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way. |
| 3 | Heart. Roll your Sneak Attack damage and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points. |
| 4 | Wild Ace. This card morphs suits depending on the dealer’s wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit’s respective effect. |
This metal helmet is set with crystals that change color when exposed to elemental energy. While wearing this helm, if you are the target of an attack which would deal acid, cold, fire, lightning, or thunder damage you can use a reaction to adapt to that damage type. While adapted, you have resistance to that damage type. The helm returns to its normal state after ten minutes.
+This amulet is shaped like a sword with a small ruby set in the crossguard. Once per day when you are the target of a spell you can use a reaction to cast counterspell (using your spellcasting ability). Casting counterspell in this way does not expend a spell slot.
+These curved blades trail golden light when swung through the air. You have a +1 bonus to attack and damage rolls made with this magic weapon. On a successful hit with the cutlass the target’s speed is reduced by 10 feet until the start of your next turn.
+The jagged shards of this blade are bound together by sickly green energy. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
+When you hit a humanoid with this weapon, the humanoid takes an extra 3d6 damage.
+Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
+While you are attuned to the sword, once a day at midnight, you must succeed on a DC 17 Constitution saving throw unless you are undead. On a failed save, your maximum hit points are reduced by 10. Hit points lost in this way can only be restored by a wish spell. If your maximum hit points are reduced to 0 in this way, you die and immediately rise as a wraith.
+These fashionable boots are adorned with small white wings. While you wear these boots your base walking speed increases by 10 feet. In addition, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be restrained.
+This jagged armor is made of castaway hooks and barbs. While wearing this armor, if you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you. The shoved creature takes 1d8 piercing damage, in addition to either being knocked prone or pushed.
+These small wooden barrels are filled with highly volatile gun powder, then magically sealed for easy transport. Setting fire to a keg requires one action and a lit torch, match, or similar magical effect. Once set on fire, a powder keg explodes at the end of the round it is lit, dealing 1d10 fire damage to creatures and objects within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage.
+Legends of Runeterra: Dark Tides of Bilgewater includes three new subclasses perfect for adventures on ships, under the sea, and on the scummy streets of the Bilge. A new adventure full of brand-new monsters, magic items, and NPCs drawn from the lore of Legends of Runeterra.
+Mother Serpent
+Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.
+ + + + + +At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.
+Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.
+As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.
+Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.
+At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list.
+At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
+While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your dredge line ability, you can attempt a grapple with each of your appendages.
+Now on your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.
+You are now immune to all effects that would cause you to be charmed or frightened.
+Your skin hardens increasing your Armour Class by 1.
+You gain the ability to use echolocation. When you do so, you cast the true seeing spell, without using a spell slot or material components. After you cast a spell in this way, you can’t use this feature again until you finish a short or long rest.
+What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized Hextech weapons, but such folk are rare among the scoundrels of Bilgewater.
+Don’t mistake their boasting for an empty facade—folk who underestimate a renegade’s flashy gunplay tend to wind up dead.
+ + + + + + + +Starting at 3rd level, you gain proficiency with the two of the following skills: Deception, Persuasion, or Sleight of Hand.
+Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Choose one of the following options; each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels.
+Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list at the end of this subclass. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
+You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level.
+Starting at 7th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances and immunities.
+At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +1 bonus and your movement speed increases by 10 feet until the start of your next turn.
+At 15th level, your skill with your firearm can adapt to any situation. When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time. You must still meet the prerequisite of an upgrade in order to benefit from it.
+At 18th level, you learn to channel the volatile force of your firearm’s black powder into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.
+When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.
+Once you use this feature, you cannot use it again until you complete a short or long rest.
+Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun. As an action on your turn, you can target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier.
+The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 20th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
+Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. As an action on your turn, you can target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d10 + your Dexterity modifier.
+You deal extra damage while using this form when you reach higher levels, dealing damage equal to 2d10 + your Dexterity modifier at 5th level, 4d10 at 11th level, and 6d10 at 20th level.
+Prerequisite: Pistoleer Form
+You create a matching blade to accompany your firearm, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you use your action to shoot using your Gunfighter Form, you can use your bonus action to strike at a creature within melee range. Make a melee attack roll. The attack roll uses your Dexterity modifier, and you are proficient with the attack. On a hit, the attack deals slashing damage equal to 1d6 + your Dexterity modifier.
+By repurposing some salvaged Hextech parts, you equip your gun with an arcane net meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
+Prerequisite: Sniper Form
+You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 piercing damage.
+Prerequisite: Level 5
+You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your Gunfighter's Form feature until the end of your turn.
+Prerequisite: Sniper Form, Level 5
+You add a second barrel to your firearm. When you use your Gunfighter Form, you can shoot twice during a single action, instead of once. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
+As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed. Once you use this feature, you cannot use it again until you finish a short or long rest.
+As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
+When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can redirect a bullet in this way a number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest.
+You equip your firearm with a volatile piece of stolen Hextech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 3d8 lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
+As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your fighter level, rounded up. You can charge your weapons this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short or long rest.
+Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you’ve always gotten a kick out of leaving things up to chance.
+Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.
+ + + + + +Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.
+Also at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set.
+The gaming set you choose grants you a Wild Card’s Gambit, as detailed below. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.
+Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much on a successful one.
+You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.
+At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.
+At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:
+You regain expended power for your Wild Card’s Gambit feature.
+Your movement speed is doubled.
+You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
+You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.
+This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.
+You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.)>
+When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.
+Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.
+Dragon. Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.
+Griffon. Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. These benefits last until the start of your next turn.
+Sylph. You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn.
+You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below.
+You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.
+Wild Card Suit Table
+| Damage die (d4) | Suit |
| 1 | Blade. Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled. |
| 2 | Shackle. Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way. |
| 3 | Heart. Roll your Sneak Attack damage and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points. |
| 4 | Wild Ace. This card morphs suits depending on the dealer’s wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit’s respective effect. |
This metal helmet is set with crystals that change color when exposed to elemental energy. While wearing this helm, if you are the target of an attack which would deal acid, cold, fire, lightning, or thunder damage you can use a reaction to adapt to that damage type. While adapted, you have resistance to that damage type. The helm returns to its normal state after ten minutes.
+This amulet is shaped like a sword with a small ruby set in the crossguard. Once per day when you are the target of a spell you can use a reaction to cast counterspell (using your spellcasting ability). Casting counterspell in this way does not expend a spell slot.
+These curved blades trail golden light when swung through the air. You have a +1 bonus to attack and damage rolls made with this magic weapon. On a successful hit with the cutlass the target’s speed is reduced by 10 feet until the start of your next turn.
+The jagged shards of this blade are bound together by sickly green energy. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
+When you hit a humanoid with this weapon, the humanoid takes an extra 3d6 damage.
+Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
+While you are attuned to the sword, once a day at midnight, you must succeed on a DC 17 Constitution saving throw unless you are undead. On a failed save, your maximum hit points are reduced by 10. Hit points lost in this way can only be restored by a wish spell. If your maximum hit points are reduced to 0 in this way, you die and immediately rise as a wraith.
+These fashionable boots are adorned with small white wings. While you wear these boots your base walking speed increases by 10 feet. In addition, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be restrained.
+This jagged armor is made of castaway hooks and barbs. While wearing this armor, if you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you. The shoved creature takes 1d8 piercing damage, in addition to either being knocked prone or pushed.
+These small wooden barrels are filled with highly volatile gun powder, then magically sealed for easy transport. Setting fire to a keg requires one action and a lit torch, match, or similar magical effect. Once set on fire, a powder keg explodes at the end of the round it is lit, dealing 1d10 fire damage to creatures and objects within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage.
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