The Peering Eye

Harvester’s Kit

Component Harvesting
Extracting valuable parts from a creature requires a set of harvester's tools. If you are proficient with this kit you can make a Dexterity check to extract various useful body parts for use in poisons, magic items and other items. The DC to harvest a component is the creatures CR +5 for one dose. You extract one component for every 5 points of success over the base DC. If the creature is alive and incapacitated you can extract twice the number of components. For every hour since the creature was slain, the DC increases by 1.
Simple amputations such as cutting off a wing or taking an eyeball do not count against the component limit if you are proficient and do not require a check. The check is only required for gathering delicate, intricate or perishable components.

Poison Harvesting
If the creature has a poison attack, you can harvest it’s poison. You harvest one dose of poison instead of a component.
For example, an Osyluth is a CR 9 creature so the base difficulty to harvest it's poison is 14 for one dose, 19 for two doses, 24 for three doses, etc.

Domain: Were

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

Starting at 3rd level, you can use a bonus action to call on The Moon of Charon to transform you into a were creature. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your Charon cleric level determines the forms you can transform into, as shown in the Were Shapes table. At 3rd level, for example, you can transform into a direwolf, a brown bear or a tiger.

Level

Max. CR

Were Forms

3rd

1

Dire Wolf, Brown Bear, Tiger

6th

2

Were Rat, Giant Boar, Polar Bear, Rhinocerous

9th

3

Were Wolf, Killer Whale, Minotaur

12th

4

Were Tiger, Were Boar

15th

5

Were Bear, Giant Shark

18th

6

Were Elephant, Were Rhino, Mammoth

20th

7

Giant Were Ape*

 *Giant Were Ape: Add Lycanthropy and a hybrid form to the standard Giant Ape.

You can stay in a were shape for a number of hours equal to half your cleric level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

 While you are transformed, the following rules apply:

 Your game statistics are replaced by the statistics of the were form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

 • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in werewolf form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

 • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your were form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as spritual weapon, that you’ve already cast.

 • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

 • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

 • While you are transformed by Were Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

 • When you transform into a were shape that has a hybrid form, you can choose hybrid transformation. If you do, your equipment changes shape and and is fully functional in your new form, you gain a +1 natural armor bonus to armor class, you can choose to attack using the hybrid form’s attacks or your standard attacks, you can cast spells and you retain your Strength and Constitution scores if they were higher before transformation. However you do not gain the hit points of the new form.

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Crown Agent Weapons Mundane and alchemical items being created by the alchemists on the service of The Crown. These are to ensure the continued efficiency of the agents when arcane, divine and psionic powers cannot be relieved upon. This will allow the Crown Agents greater independence from The Church and allow them to operate effectively when magical powers are compromised, countered or easily traced. Common Alchemists Bolt There are several kinds of alchemists bolt, each with a different elemental damage type and a different effect. All bolts deal 2d6 + dexterity modifier damage and can be fired from any crossbow as an action. The damage type and effect are selected from the following table when the bolt is created. Damage Type - Effect acid - target creature has disadvantage on concentration checks caused by this damage lightning - target creature cannot take reactions until the start of your next turn fire - target cannot regain hit points until the start of your next turn cold - target creature cannot dash until the end of your next turn Ascension Gun You can make a ranged attack with this hand crossbow sized item to fire an extremely thin metal cable with a tiny grappling hook at its end up to 50 feet. When you hit the grappling hook deals 1d6 piercing damage to the target and attaches to it. You can then use your move action to move up to 50 feet by retracting the cable and being whisked up to a point above you where the grappling hook is lodged. This movement does not provoke attacks of opportunity and ignores difficult terrain. If the grappling hook is not above you or there are obstacles in your path you must make a Dexterity (Acrobatics) or Strength (Athletics) check to avoid taking damage. The check difficulty, the damage type and the damage dice are situational and left to the DMs discretion. If the target is a creature, it may make attempt to avoid being grappled as normal. You may attempt to pull a grappled creature towards you as an attack using standard grapple rules. For example a multi-class fighter rogue could hit an ogre with the grapple, move 50 feet along the ground making a DC 15 Dexterity (Acrobatics) check to avoid 1d6 bludgeoning damage and then land on the ogre to make a sneak attack. Uncommon Tangle Flask You can throw this flask of green swirling alchemist goo as a hurled weapon with a range of 30/90. The vial shatters on impact and the goo expands and hardens extremely rapidly. On a hit, the target’s movement is halved and they cannot dash until the end of their next turn. At the end of their next turn they must make a Strength saving throw DC12 or be restrained. All effects are removed on a successful saving throw. The target can spend an action to break off the goo to remove the effects. Flash Bang You can throw this pitted black orb a hurled weapon with a range of 30/90. On striking a surface the orb’s reagents mix, causing it to emit an extremely loud noise and a blinding flash of light. Any creature within 10 feet of the impact point must make a DC14 constitution saving throw or be blinded, deafened and have disadvantage on initiative checks until the end of their next turn. Creatures with blindsight or light sensitivity make saving throws against this effect with disadvantage, and the effect lasts until they make a successful saving throw. The flash and bang from this orb can be seen and heard from 300 feet away. Clockwork Spy This tiny but highly advanced clockwork construct follows the same rules as a wizard’s familiar, with a few minor exceptions described here. Although not a magical item, you must attune to it by connecting metal cables from its head to the back of your skull. This process take an entire day. If it is destroyed the you must make an Intelligence saving throw DC14, you take 3d6 psychic damage on a failure of half that on a success. This damage cannot be negated. You cannot be attuned to this item if you already have an active familiar but you can use this item as your familiar. Clockwork spies cannot attack but have 15 hit points and become inactive when they reach 0 hit points. They do not make death saving throws but can be destroyed by massive damage. Rare Essence Battery Through bizarre alchemical processes, energy is extracted from extra-planar creatures to charge tiny metal cylinders. These magnetic batteries can be attached to any weapon to cause the weapon to inflict one of the following damage types; radiant, necrotic, force, thunder, psychic, poison. The weapon does 1d8 extra damage of the chosen damage type while the battery is activated. The effect can be activated or deactivated as a free action but always lasts for one round. The battery can be used for a total 10 rounds before it is depleted.