Spook
Not all threats can end the world or erase a town. The humble Spook focuses on more mundane yet important threats that the common man is unable to face but the average hero would deem unworthy of their time. The deal with weak yet tricky foes using folk remedies and obscure knowledge to craft techniques and solutions to pesky issues. A Spook will never be caught dead without their Spook Bags which aid them greatly. These quirky Witchers are looked down upon but their roles are nonetheless important. But do not underestimate them, just because their usual prey is small and weak does not mean their knowledge and techniques were gained in vain. Those that underestimate them will find themselves lying in a ditch. The School of the Bear in particular dislikes this role with not a single member of their School being recorded as becoming a Spook.
| Monster Type | Knowledge (1D8) |
|---|---|
| Aberration | 1- Note 189: An old barber stated: “This weird thing has trouble when it can see its own reflection”. 2- Note 45-A: A midwife said: “The ugly creature hated the smell of bacon fat or maybe it was the drying linens….” 3- Note 1,012: That crusty old Witcher warned: “A lime light really riled up the monster.” 4- Note 721: The dying gardner wined: “If only I had grabbed the lavender instead of the rosemary, it would've been fine with lavender.” 5- Note 30: The fat businessman lamented: “It froze when it saw my pocketwatch, perhaps it thought it was silver when it was mithral. If only I had been more frugal.” 6- Note 190-B: The bloody boy cried: “It should have been me, but when Sister Mary cut her foot on that glass it jumped on her.” 7- Note 462: The child emphatically stated: “It really did love my drawing, but it did not love mama coming in.” 8- Note 104: The gravedigger swore up and down: “That thing wouldn’t even put a pinky if that thing had a pinky on that there grave.” |
| Beast | 1- Note 01: The hunter laughed: “If you ever gutted one of those you’d know that its lungs are lower than you’d think between the hip and the 2nd rib. Oh you don’t know exactly what I’m talking about? Lucky you I just bagged one.” 2- Note 51-D: The marksman scoffed: “It’s ears are very sensitive, just shout play your infernal viol again and it’ll pause long enough to get your shot in.” 3- Note 203: The butcher’s wife said: “Don’t cha’ know? If you sprinkle a bit of soot and vinegar over the scraps they’ll leave it be.” 4- Note 475-A: The town doctor reported: “While I may have messed up the blood transfusion and while they may have died, but while they were pinwheeling in agony they were only attacked the one time.” 5- Note 55: The veteran monster hunter laughed: “Oh? You don’t wear a zombie finger around your neck? It’s more handy than you think.” 6- Note 99-F: The baker said: That boy picked up the wrong order and I’ve never been so happy. Once I threw the cumin at the beast it wanted nothing more to do with me. I’m lucky the errand boy couldn’t tell the difference between cumin and cinnamon.” 7- Note 590: The bridesmaid said: “I have never been so glad I caught a bouquet, I guess it didn’t like something that was in it.” 8- Note 800: The old knight explained: “I’m twice as lucky as anyone cause that hot spring I was forced to leap into didn’t boil me and the beastie left me be.” |
| Celestial | 1- Note Redacted: Blank informed us: “The cultist blew a whistle made of onyx and it halted for a moment before blasting the fool to ash.” 2- Note Redacted: Blank informed us: “The evil prophet was burning a Tharin Candle and being balked at entering its black light.” 3- Note Redacted: Blank informed us: “The lucky drunk bastard cheaped out and used Dead Man’s incense instead of proper incense and it seems they were passed by when others were not so lucky.” 4- Note Redacted: Blank informed us: “The lady carried her late husband's dead ringer and when she ran the sound of it seemed to annoy it.” 5- Note Redacted: Blank informed us: “The insane beggar held aloft his precious feather coated in pitch and the creature seemed to be enraged at the sight.” 6- Note Redacted: Blank informed us: “The blasphemous maiden’s obsidian “halo” proved to keep the emissary’s eyes trained on her.” 7- Note Redacted: Blank informed us: “The old miner swore up and down that the keepsake from deep in the mine of a thin and spiraled black stalagmite was the source of his salvation.” 8- Note Redacted: Blank informed us: “The young fisherman wearing the skirt of dried carp skin and not much else was the only survivor.” |
| Construct | 1- Note 88-D: The almost dead Artificer explained: “Well most have a weakness in a particular joint but that isn’t an issue for nothing larger than a quill would be able to fit.” 2- Note 101: The mad scientist laughed: “It’s only weakness is whale blubber mixed with ionized rock salt and no one has that lying around.” 3- Note 3,007: The alchemist lamented: “I had waterproofed every area but behind the ear, I am such a fool.” 4- Note 1,550: The Dwarf scoffed: “Surely you knew that the rune: Svifitble was a bit of a safety feature? Not that it was 100% effective.” 5- Note 2,024: The machinist’s ghost whispered: “One out of three of them have a latch in the back for access and they are marked with a silver stamp in the shape of Delta.” 6- Note 279-D: The Indicipherable grumbled: “You two same? Me confused.” To the twins Malcom and Halcom. 7- Note 777 (Unconfired): An unseen voice whispered: “You know, you’re in a pickle, not a literal pickle but a jam, perhaps strawberry. Either way, its left eye can be removed and counterclockwise helps.” 8- Note 1,502: The Gnome elder droned on about: “Large sources of information and cause a distortion in the blah blah blah blah.” |
| Dragon | 1- Note 10-This is dumb: The Bard sang that: “Where the two rivers meet, the fearsome foe’s defeat.” 2- Note 18: Grandmaster Arnaghad swore: “There was one scale not like the others and my axe bit deep when I swung at it and oh such a roar the beast unleashed.” 3- Note 421: Great Gildedcrest advised: “Our kind is wary of the scent of others of our ilk for a fight is usually to the death.” 4- Note 199: Pitmaster the Vile confided over two wagons of ale: “There is not much in this world that can rile us up like knowing that even a single coin we claimed is out there, not with its brothers.” 5- Note 231: Fizban the Magnificent boasted: “Even a single golden sparrow can cause even the most violent, evil dragon to become very unsettled.” 6- Note 442: Page 17, paragraph 9 from the Draconomicon: “Closest to danger count from the center right the sacred number 7 and move forward the most auspicious number 3 to find a point most flawed.” 7- Note 805-A: Frostbeard Dragon’sbane claimed while drunk: “Oi always coat mi axe with mi own special mixture of whisky, wolf’s blud, and mi own piss.” 8- Note 340: Many festival goers reported: “It swooped down and ate or killed dozens but those with the odd blue mask were left alone.” |
| Elemental | 1- Note 572-B: The archmage noted: “The summoned creature was baffled by the two magnets that could not touch each other unless much force was applied.” 2- Note 224: The Wildspacer explained: “The soft metal made the creature uncomfortable especially when cut with a knife.” 3- Note 90: The child of the wizard laughed: “Daddy’s big guy didn’t like my sticky goo. I made it with corn stuff and water. It’s pretty fun.” 4- Note 899: The old mystic that specialized in ice magic demonstrated: “My mystical wears can confound and entrance the denizens of many planes as he unveiled his Mystic’s Ice or Billowing Ice.” 5- Note 08-C: The metallurgist claims: “I was smelting some copper when the unearthly specter appeared but upon seeing the green flames it left as quickly as it arrived.” 6- Note 56: The acclaimed alchemist detailed: “The presence of burning metal underwater, this magnesium, stopped the being from going back through its portal.” 7- Note 671-D: The native of the north was kind enough to explain their ancient charm of protection: “Rub the two gloves together fast and after a time slowly touch something metal, it will cause tiny lightning and make the evil leave you alone.” 8- Note 321: Eccentric Sorcerer/diver Gerrom said: “I got bored and figured out that if i kept a jar upside down when I dived and didn’t let whatever I put in it get too wet and then sealed the jar, when I went back up and opened the jar the stuff inside would get smashed. I happened to have one such jar and in desperation I opened it and the creature was baffled and seemed…. Intimidated? For lack of a better word.” |
| Fey | 1- Note 02: Numerous accounts confirm: “A circle of salt and slow, even halt the movement of those wicked wenches that shall not be named.” 2- Note 09-A: Numerous accounts confirm: “Iron shall burn the flesh of Fey but others are harmed by silver as well.” 3- Note 15-C: The village of Gepette affirms: “A saucer of cream can cause a Fey to stop and drink.” 4- Note 15-D: The village of Gepette additionally affirmed: “A saucer of strong alcohol is nearly irresistible but dangerous to the Fey.” 5- Note 28: Various hunters confirm: “Trickling sugar down will cause a Fey to become fascinated with the process.” 6- Note 104: Fey Hunter Berkley records: “Fey seem to dislike red berries. Some berries are more potent than others.” 7- Note 105: Fey Hunter Berkley later recorded: “Fey seem to not like daisies.” 8- Note 106-A: Fey Hunter Berkley reported: “A branch of the rowan tree can disrupt Fey magic.” |
| Fiend | 1- Note 3: The clergy have reported: “The repetition of scripture or prayer can cause a Fiend to become unsure of its actions.” 2- Note 113: St Angeline IV warned: “As a last result certain Fiends are enamored with pacts and deals and even if the pact or deal does not pertain to them, the thought of what it could be seems to consume them.” 3- Note 170-A: A terrified miner claimed: “The shaft of high purity salt saved me, that thing would not come close.” 4- Note Redacted: A certain individual liberated from an unnamed location a: “Symbol of great power that when exactingly recreated can form a sort of barrier against the denizens of the lower plane.” 5- Note 504-A: A corpse of a woman clutching a package and a note which stated: “I have finished the Devil’s Bag, it will protect anyone from [erased with grime and blood]. 6- Note 504-B: A different corpse from the note above clutched a package and a note which stated: “I am a shadow, I am a spectre, I am unseen thanks to my precious.” 7- Note 63: St Nicodemus stated: “The branch of the most holy tree was used to pin the shadow of evil to the earth where it has stayed since repeating blasphemy.” 8- Note 1,007: The child said: “My toy made the bad tall man vanish when he picked it up.” |
| Giant | 1- Note 210: Note of a journal of the individual J “After my exploits it seems a handful of dried beans has become a symbol of rebellion to the gigantes.” 2- Note 211: Note of a journal of the individual J: “I have led many a gigante into danger by using a feather of goose painted gold.” 3- Note 212: Note of a journal of the individual J: “They still hunt for it, luckily the brutes can be tricked if the replica of the harp is good enough.” 4- Note 213: Note of a journal of the individual J: “Even the sight of a trace of their ancestral foe makes them proceed with trepidation.” 5- Note 214: Note of a journal of the individual J: “A glass eye, an ancient symbol of their brutish god will cause them to be enraged and act even more stupidly.” 6- Note 215: Note of a journal of the individual J: “Their greatest strength is their greatest weakness. A lock of hair from one of their superiors will cause the lessers to balk.” 7- Note 215: Note of a journal of the individual J: “The brutes hate the idea of being trapped in small spaces and can be fooled if one is convincing.” 8- Note 216: Note of a journal of the individual J: “The weaker ones are exceptionally dumb and even simple tricks can confuse them.” |
| Monstrousity | 1- Note M1: Masterhunter Rick explained: “The more dangerous the beastie the more useful their urine. Don’t waste it.” 2- Note M2: Masterhunter Stephen explained: “A few monsters have an intense hatred of fire, in general don’t try it if they have scales or live near a volcano my less intellectually inclined friends.” 3- Note M3: Masterhunter Taylor explained: “A very select few of them are sensitive to drops in temperature.” 4- Note M4: Masterhunter Umbar explained: “If they act dumb, they are dumb. They do not get things like zippers and adhesives and are unnerved when broken things are repaired. 5- Note M5: Masterhunter Victor explained: “A bit of meat and a bit of green paint on it seems to harm them greatly but only green paint with silvery flecks works.” 6- Note M6: Masterhunter William explained: “While they are unnatural, they do understand nature. If something is out of the ordinary they will treat it as new and possibly dangerous” 7- Note M7: Masterhunter Xavier explained: “Some monsters have a soft spot for creatures that have aided them in the past. The humble Plover is one such creature.” 8- Note M8: Masterhunter Yger explained: “Things not of this world are a bane to all that is made or born on this world.” |
| Ooze | 1- Note A: Founder Spook Septimus recorded: “Salt and pewter can scald many of their kind.” 2- Note B: Founder Spook Septimus recorded: “Cleaning the surface of one of these vermin can be just as harmful as stabbing it.” 3- Note C: Founder Spook Septimus recorded: “A ring of red paint around the bugger will make it think it's trapped for a time at least.” 4- Note D: Founder Spook Septimus recorded: “The excretions of one may be harmful to another or maybe it was just food? Hard to tell.” 5- Note E: Founder Spook Septimus recorded: “Fire is a safe bet with most of these.” 6- Note F: Founder Spook Septimus recorded: “For some reason they hate the fruit orange. So if you got some they’re yummy and useful.” 7- Note G: Founder Spook Septimus recorded: “What is great to us may be harmful to them, no harm in sharing your salad with them.” 8- Note H: Founder Spook Septimus recorded: “I have no idea why but a sheet of glass will freak some of them out.” |
| Plant | 1- Note 1256: The old gardner said: “Sprinkle some old corn powder and it’ll stop most things from growing.” 2- Note 1900: The Druid cackled: “Nature has all of the answers, a little plant on plant violence is sometimes the way. Try out marigolds, they’re vindictive little bastards.” 3- Note 1344: The alchemist shrugged their shoulders: “The vinegar got onto the rare plant and when I tried to wash it off, the thing just died and I was out 200 gps but up one herbicide." 4- Note 1449: The old wizard laughed: “Never did I expect my old papers on the nature of transmutation to end up killing all the holy flowers. That’s the last time a Druid will share a workplace with a wizard I’m sure.” 5- Note 1120: The barkeep shrugged: “Never weeded a day in my life, just throw out the old ale and call it good, turns out them’ plants don’t appreciate a good drink.” 6- Note 1909: The baker said: “I sprinkle what’s left of this powder I order from the alchemist on the fruit trees and all the other plants stay far from them.” 7- Note 1812: The castaway swore: “I’d squeeze a few of those sour yellow fruit around my camp and the maneating plants stayed away until I was rescued.” 8- Note 1551: The herbalist recorded: “The sap of this fern is not only milky and beautiful and makes my fingers tingle, it also acts as an herbicide.” |
| Undead | 1- Note 71-A: The renowned Corpslayer McCormick reported: “Burn a bit of sage before a fight with a corporeal undead and there’s a decent chance it’ll be distracted.” 2- Note 71-B: The renowned Corpslayer McCormick reported: “Now don’t call me a monster but many undead are scared of cats and one cat is a sacrifice I’ll make anyday.” 3- Note 71-C: The renowned Corpslayer McCormick reported: “Garlic works on more than just vampires though some vampires would eat garlic in front of you just to see the hope in your eyes die.” 4- Note 71-D: The renowned Corpslayer McCormick reported: “Some undead don’t think they are undead or hate being reminded of it. An unsilvered mirror should serve to ruin their day.” 5- Note 71-E: The renowned Corpslayer McCormick reported: “Placing an open pair of iron scissors in sight of them on the ground makes many of them unsure of how to proceed. Further testing needed.” 6- Note 71-F: The renowned Corpslayer McCormick reported: “Much like a stake of wood can work on a vampire, a bunch of sticks can confuse and weaken the undead if they are of the right types so choose a wide selection.” 7- Note 71-G: The renowned Corpslayer McCormick reported: “Although hard to do, tying the toes of certain undead will leave them greatly weakened.” 8- Note 71-H: The renowned Corpslayer McCormick reported: “The smell of the incense used in their funeral can make many undead sluggish.” |
Subclass Features
Folk Knowledge
You know hundreds of years of knowledge passed from Spook to Spook. Much of the information is rather useless or even just wrong but some of it can mean the difference between life and death. When you take the Study action on a creature whose CR is lower than your level and succeed the check you learn information on the Folk Knowledge table (The DM has great latitude when you apply the knowledge gained in how it affects the encounter.)
“In some cases it is less about the race but more about the individual creature so take care when repeating folk solutions on the same type of creature later” - Dungeon Master.
Folk Knowledge Table
Critter Slayer
Not all threats are huge but many are dangerous and well annoying. You can imbue your strikes with finesse and care as well as innate knowledge of Ooze physiology. When you deal damage to a creature one or more sizes smaller than you you deal an additional 1D6 Force damage the first turn you attack each turn. If you attack a Slime the damage increases to 1D8 Force damage.
Spook Bag
A Spook is nothing without their signature bad. Each bag is different for each Spook in design but all are fundamentally the same. Every Spook Bag can only be accessed by the Spook it was intended for, anyone else using it would find a regular old bag. The bag holds many odd ends and things a Spook might need. Your Spook Bag was stocked for you by the one who trained you as a Spook. A Spook’s Bag is much like a Bag of Holding but its opening can only fit objects less than 1 lb and 8x16 inches with no living things being able to enter the bag.
The bag is an ally of sorts who may reject certain things or accept others it might not normally with a general rule being Spooks Bags don’t like holding weapons, coins, or valuables cause those are for sheathes, coin purses, and banks not Spook Bags naturally. For instance, One Spook Bag may keep food and rations while another may not and another may keep jewelry but not a bejeweled book.
Inventory: Your Spook Bag contains the following items and is most likely to accept items of a similar nature.
One small mirror that latches shut
One metal container with a lid holding bacon fat
Two bars of lye soap
One small lantern with green tinted glass
Two bottles of lavender perfume
One bottle of rosemary perfume
One beat up silver pocketwatch
One vial of nun blood
Ten drawings done by a certain child
One pinky bone of St Geoffrey
One poorly tuned viol with “Don’t tune me” scratched on the side
Three bags of soot
One bottle of vinegar
One vial of Mongrelfolk blood
One ring finger of a zombie on a braided leather cord
One pouch of cumin powder
One dried and preserved bouquet of flowers containing 8 different varieties
One canteen of hot spring water
One small vial of sulphur powder
One whistle made of onyx
One quill made of adamantine
One animal skin pouch of whale blubber
One crystal of ionized salt “whatever that is”
One jar of sealed distilled water
One parchment rubbing of the rune: Svifitble
One lovingly made full sized canvas portrait of yourself placed by a wise and handsome teacher
One adjustable wrench
One framed page from a book containing 5,000 symbols, letters, and numbers from 1,500 different sources
One crudely drawn dragon with a smudged label signed by Arnaghad, the Bloody
One pouch containing a gold, red, and clear blue scale
A set of fake gold coins from a dozen different nations current and long gone
One masterwork, goldleafed sparrow figurine in a gilded cage
Three vials in a leather holder containing: whisky, wolf’s blood, and Frost Giant urine
One paper mache Behir mask
One stub of a Tharin Candle
One stick of Dead Man’s Incense
One old bell used to alert cemetery groundskeepers of someone buried alive
One large feather coated in pitch
One 5 inch diameter ring made of obsidian
One stalagmite top cut off about 4-5 inches and painted black
One dried skin of a carp
Two magnets that won’t come together unless forced
One pad of sodium wrapped in a tough layer of sealskin and coated in oil
One tube of substance made from water and finely ground corn
One insulated cube containing a single piece of Mystic’s Ice or Billowing Ice
One packet of copper flakes
One pack of magnesium flakes
Two wool gloves
One jar of dried leaves held upside down deep underwater and then sealed
One pouch of salt
One container of cream
One tin saucer
One canteen of spirits
One pouch of sugar
Two holly berries
One crown of woven daisies
One branch of a rowan tree
One sheet of papyrus with 17 different prayers inscribed in 17 different languages
One fake business agreement 200 pages long
One complex symbol on a lacquered sheet of strange skin
One bottle of ink mixed with salt and silver
One brush made of white hair
One tattered bag of hair, white substance, and perhaps dirt or an unremarkable mixture
One tattered bag of spikes, a piece of parchment with a blurry symbol, and a gray bar of unknown metal
One stake made of an unknown silvery wood
One common old folk toy or puzzle of sticks and rings that can interlock
One bag of dried beans
One gold painted goose feather
One small harp with a maiden carved into it and painted gold
One jar of gold paint
One fine paint brush
One green fang that leeks green stuff every once in a while
One mastercrafted glass eye
One lock of silvery hair wrapped in a golden ribbon
One bottle with a small lifelike figurine in it
One hollow ring containing four handkerchiefs tied together
One bottle of yellow liquid that smells of urine labeled PW urine don’t waste
One ball of rags soaked in pitch and a substance known as black powder
One sealed bottle cold to the touch labeled: Winter
One set of zippers from an old pair of pants
One roll of of product alchemists call tape
One whole rabbit
One tube of green paint
One set of leather gloves coated in oil
One pump bottle containing silvery liquid with a fine nozzle
One stuffed bird
One music box that plays a bird song
One dried Ithilid Tadpole
One bag of salt and pewter
One fine rag
One bottle labeled cleaning solution
Bucket of red paint
Paint roller
Dark bottle labeled Yellow Slime Juice
One jar of pitch
One black and sticky brush
One wrapped package labeled dried orange
One prepared salad with 3 different types of dressings: Oil/vinegar, lemon/oil, balsamic vinegar
One 4x4 inch pane of glass
One pouch of dusty old corn meal
Five dehydrated marigolds
One bottle containing a solution of vinegar and handsoap from a renowned hospital
One stack of old manuscripts
One waterskin full of ale with a note reminding you not to drink it
One pouch of a substance known as baking soda
One net full of yellow fruit
One vial of milky sap
One bundle of sage
One stuffed cat
One bag of garlic cloves
One nonsilvered mirror
One pair of iron scissors
One bundle of sticks of various trees with supposed beneficial properties
One pair of tiny wire handcuffs that self tighten
One bundle of fine incense
One bundle of cheap incense
Preparation
The life of a Spook is an uncertain one but one can make preparations and find a path forward. You can spend one hour studying a location, creature, or source of information and gain great insights.
Location: If you study a place you memorize the floorplan and placement of everything within a 60 ft diameter sphere. You automatically succeed Investigation checks within the location and you gain a Blindsight of 10 ft in the area.
Creature: If you study a creature you roll 1D20 at the end of the hour. You learn everything equal to and below the result. 1-4 you learn its Alignment.
5-8 You gain advantage on Insight checks on the creature for one hour.
9-12 You have a 1D6 bonus to CHA based checks on the target.
13-16 You learn its creature type or that it is a shapechanger if it is disguised.
17-20 You know if the creature is a spellcaster and you learn one random spell it is able to cast.
Source of Information: If you study a source of information such as a book or wall of a temple covered in sigils you can identify its language, can summarize broadly what information it contained, and you know if there are any hidden messages present.
You can use this feature once per long rest.
Exotic Tools
Cultures from around the world have developed tools for facing a variety of threats and you and those before you have collected an assortment of them and now that you have progressed a courier has added a selection of them to your Spook Bag. These carefully selected tools would be useless if not destroyed in the hands of others. Only one Exotic Tool can be accessed at a time. If you would try to pull out a new one the previous tool vanishes and any active features end.
Sacred Drum: The Sacred Drum is a masterwork of a variety of techniques. It is composed of a cedar wood and deer hide and is adorned with stones and talismans. You can spend 10 minutes playing the drum and during this time you enter a trancelike state. Various spirits appear to you in this trance. If a creature died there within the last month and was not able to pass on or cannot pass on at all you can choose one such spirit and consult them as if you cast the spell Speak with Dead.
You can use this feature once per long rest.
Spirit Rattles: The Spirits Rattles are a set of rattles each made of a polished gourd filled with seeds and crystals. They emit vibrations that help dispel the unnatural. You can use an action and shake them and force each creature within 30 ft of you using an Illusion spell or is using a shapechanging feature to make a WIS save equal to your Sign save DC and on a failed save the spell ends or they revert to their true form.
You can use this feature once per long rest.
Crystal Pendulum Trio: The Crystal Pendulum Trio contains a Clear Quartz pendant on a gold chain and a Red Quartz pendant on a bronze chain and an Purple Amethyst pendant on a silver chain. You can spend 10 minutes and consult one of the Pendulums. The Pendulums can answer in the following ways: Yes/No questions are answered with a counterclockwise spin for no and a clockwise spin for yes. Questions that are ambiguous are answered with a line with a diagonal line from lower left to upper right for a positive affirmative or a line with a diagonal line from upper left to lower right or a negative affirmative. If the question does not fall within a yes/no or positive/negative affirmative it will spin in an ellipse. If you ask a question using the wrong Pendant the Pendant will remain still but the use of this feature is not consumed. The Pendulum can indicate a wide range of answers but is unable to relay information that you would be unable to come up with using what you know as they are tools that amplify what you do know.
Clear Quartz: You can consult this pendulum for matters of clarity such as factual matters.
Red Quartz: You can consult this pendulum for matters of the heart such as personal questions.
Purple Amethyst: You can consult his pendulum for spiritual matters such as ethical matters.
You can use this feature once per long rest.
Spirit Totems: The Spirit Totem Set contains wooden figurines of a Bear, Eagle, Fox, and Owl. They help one enhance one’s own innate talents through a spiritual medium. Each totem can be used once per long rest.
Bear: The Bear Totem symbolises strength. When you fail a STR saving throw you can use your reaction and roll again and take the new roll.
Eagle: The Eagle Totem symbolises courage. When you fail a WIS saving throw you can use your reaction and roll again and take the new roll.
Fox: The Fox Totem symbolises willpower. When you fail a CHA saving throw you can use your reaction and roll again and take the new roll.
Owl: The Owl Totem symbolizes knowledge. When you fail an INT saving throw you can use your reaction and roll again and take the new roll.
Ceremonial Pipe: The Ceremonial Pipe is a tool for guiding. It is made of fired and glazed red clay. You can light it magically as a free action and the pipe provides a small amount of medicinal herbs to smoke. The smoke can take the shape of something important, an enemy that is nearby, or wafts in a distinct direction that can lead to good or evil. You can use the pipe once per long rest.
Spirit Bell: The Spirit Bell is a powerful tool for resonating with the spiritual energies within and without. It is composed of ancient, oxidized copper. While it is in your possession you have a +1 bonus to WIS saving throws and WIS based skill checks.
Journey Mask: The Journey Mask is a powerful tool that accomplishes many great works. It is a piece of art containing depictions of sacred animals, symbols, and landmarks. It has 4 charges and regains 1D3 +1 charges every day. You can spend charge(s) to do the one of the following
Protective Barrier (2 Charges): A field of energy surrounds you like a second skin. You can use a reaction when attacked to gain Resistance to damage originating from a creature that is not native to the plane of existence you are in.
Spirit Ally (3 Charges): You call upon protection from the great beyond. You use an action to cast the spell Spirit Guardians without expending a spell slot using WIS as your spellcasting ability. The spell does not require Concentration but does end early if you become Incapaciated.
Regain Energy (2 Charges): You request aid from those before you. You use an action to regain 2D4 + your WIS modifier (Minimum 1) Stamina.
See Beyond the Now (1 Stamina): You can see what lies beyond the sight of man. You use a bonus action to gain either a 2D10 bonus to your next Perception, Insight, or Investigation check within the next minute or you can see Invisible creatures and objects for the next minute.
Sacred Stone Set: The Sacred Stone Set contains 4 Stones: Black Obsidian, Clear Quarts, Red Jasper, and Blue Turquois. You can spend one hour meditating with a chosen stone and gain a property associated with the stone for the next 4 hours. Each stone can be used once per long rest.
Black Obsidian: This stone offers protection on journeys. You cannot be Surprised.
Clear Quarts: This stone cleanses energy. You gain Resistance to Necrotic and Radiant damage.
Red Jasper: This stone provides grounding: You gain Immunity to being Charmed or Frightened.
Blue Turquoise: This stone offers healing: You regain one hit point every minute.
Make it Work
Sometimes the only thing that can get the job done is grit and an unconquerable spirit. When you fail a D20 test you can use your reaction to succeed the test instead (Succeeding the save does not mean you can perform miraculous feats but it may mean that something bad that would happen doesn’t happen).
You can use this feature once per long or short rest.