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Heroes and Scoundrels of Bilgewater - Dark Tides of Bilgewater

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The document provides an overview of character creation and subclasses for a Bilgewater-themed Dungeons & Dragons campaign, introducing the Path of the Depths, Renegade, and Wild Card subclasses.

The three subclasses introduced are the Path of the Depths barbarian subclass, the Renegade fighter subclass, and the Wild Card rogue subclass.

The Path of the Depths barbarian subclass grants abilities like Gift of the Drowned Ones and Tide's Fury that enhance their abilities in aquatic environments and deal damage to enemies.

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CHAPTER 1: BILGEWATER SETTING GUIDE CHAPTER 3: HERALD OF THE HARROWING

Chapter 2: Heroes and Scoundrels of Bilgewater

Creating a character of your own is easy. Start by opening the D&D Beyond Character Builder and click on Quick Build. Follow these steps:

Select “Human” as your race


Select “Barbarian,” “Fighter,” or “Rogue” as your class
View your character sheet
Click on your portrait in the top left corner and choose “Manage Levels” from the menu
Set your level to 3 (the starting level for the adventure in this source)
Make any decisions you need to make, including your subclass
For your subclass, choose “Path of the Depths” if you’re a barbarian, “Renegade” if you’re a ghter, or “Wild Card” if you’re a rogue.

Be sure to talk with your fellow players about choosing different classes. It’s not a problem if one or two people both choose ghter; one of you could
play a different subclass, like a Champion archetype ghter instead of a Renegade—or you could make choices that set your characters apart, even if
you’re somewhat similar gameplay-wise. Once you start getting three or more players playing the same character class, your game might get messy.

There are twelve classes in D&D, and three of them have Bilgewater-speci c subclasses. You can nd all these classes in the D&D Basic Rules. There
are even more subclasses for all twelve classes in the Player’s Handbook, some of which would t Bilgewater perfectly, like a Tempest domain cleric,
or a warlock whose patron is a Great Old One (like Tahm Kench). Be careful if you want to play a class that casts spells, like a bard, cleric, druid,
sorcerer, wizard, or warlock. Spellcasting is one of the more complicated parts of D&D, so it’s easier to learn the basic rules rst before adding the
spellcasting rules on top of that.

Races of Runeterra

There are beings of all shapes and sizes that live across Runeterra. While most of the common D&D races don’t perfectly t these varied peoples, you
can use these races as a starting point. A dragonborn might be a good template for a character that’s half-dragon, half-human. Most of the magical
beings of Runeterra vary widely in form, so you can use the game statistics of any of these races to create any sort of character you want, with any
appearance—as long as your Dungeon Master says it’s okay in their campaign.

Other than humans, there is one other race that appears all across Runeterra: the strange and unpredictable spirit creatures called yordles. Usually
covered in thick fur and standing about three feet tall, and lled with otherworldly caprice, the gnome race in D&D is a great t for yordles.

Character Options

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Below are three subclasses which give the barbarian, ghter, and rogue classes powers that make them particularly well-suited to the aquatic, black
powder-choked, and high-rolling atmosphere of Bilgewater. It’s highly recommended that new D&D players choose one of these subclasses. You can
read about these subclasses below, and then select them in the D&D Beyond Character Creator once you’ve started creating your character.

Barbarian: Path of the Depths

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.

Gift of the Drowned Ones


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.

Dredge Line
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 pro ciency bonus + your Strength modi er) or be pulled up to 10 feet in a straight line towards you.

Ghostwater Dive
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.

Manifestations of the Deep


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.

Eyes of the Deep. 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 nish a short or long rest.

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Arms of the Deep. 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.

Heart of the Deep. 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 nish a short or long rest before you can use it again.

Soul of the Deep. You are now immune to all effects that would cause you to be charmed or frightened.

Armor of the Deep. Your skin hardens increasing your Armor Class by 1.

Depth Charge
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.

Martial Archetype: Renegade

What de nes a Renegade is not simply the weapon they wield, or the ways they ght. A renegade, above all else, is a ghter of sly charm and
swagger. With brash cockiness in spades, renegades build their own custom rearms 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 ashy gunplay tend to wind up dead.

Scoundrel’s Wit
Starting at 3rd level, you gain pro ciency with the two of the following skills: Deception, Persuasion, or Sleight of Hand.

Gun ghter Form


Additionally, when you choose this archetype at 3rd level, you begin constructing a custom rearm 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.

Pistoleer. Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small intlock 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 pro cient with the attack, and on a hit,
the attack deals piercing damage equal to 1d6 + your Dexterity modi er.

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The number of shots you can re 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.

Sniper. Armed with a large two-handed rearm, a renegade who adopts the Sniper form can in ict 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 pro cient with the attack, and on
a hit, the attack deals piercing damage equal to 1d10 + your Dexterity modi er.

You deal extra damage while using this form when you reach higher levels, dealing damage equal to 2d10 + your Dexterity modi er at 5th level, 4d10
at 11th level, and 6d10 at 20th level.

Weapon of Choice
Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your rearm 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 bene t from the upgrade.

You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level.

Cunning Shot
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 rearm, including damage
dealt via Firearm Upgrades, ignores resistances and immunities.

Grin and Bear It


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.

Right Gun for the Job


At 15th level, your skill with your rearm can adapt to any situation. When you nish 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 bene t from it.

Light ‘Em Up
At 18th level, you learn to channel the volatile force of your rearm’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.

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Once you use this feature, you cannot use it again until you complete a short or long rest.

Firearm Upgrades

Unlike many tinkerers who labor studiously in their workshops, renegades alter their weapons to suit their personal knavish swagger. The following
list provides various options to enhance your rearm’s capabilities. These upgrades may be personal touches you put on your weapon, or scavenged
bits of Hextech that you’ve discovered and rigged to work with your weapon.

Saving Throws. Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as
follows:

Firearm Upgrade save DC = 8 + your pro ciency bonus + your Charisma modi er

Minor Firearm Upgrades

Blade and Black Powder


Prerequisite: Pistoleer Form

You create a matching blade to accompany your rearm, 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 Gun ghter 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 modi er, and
you are pro cient with the attack. On a hit, the attack deals slashing damage equal to 1d6 + your Dexterity modi er.

Caliber Net
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 rearm. 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 nish a short or long rest.

Collateral Damage
Prerequisite: Sniper Form

You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your rearm, all creatures within 5 feet
of the target must succeed on a Dexterity saving throw or take 1d6 piercing damage.

Crosshairs
Prerequisite: 5th level

You equip your rearm 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 Gun ghter's Form feature until the end of your turn.

Double-Barrel
Prerequisite: Sniper Form, 5th level

You add a second barrel to your rearm. When you use your Gun ghter 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.

Smoke Screen
As an action, you alter the ring 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 rearm’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 nish a short or long rest.

Major Firearm Upgrades

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Barrage
As an action, you can re 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 modi er on a failure and half as much on a success. Once you use this feature, you cannot use it
again until you nish a short or long rest.

Double Up
When you hit a creature with a successful ranged weapon attack with a rearm, 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 modi er (minimum of one). You can redirect a bullet in
this way a number of times equal to your Charisma modi er, and regain all expended uses after a short or long rest.

Lightning Round
You equip your rearm with a volatile piece of stolen Hextech, allowing you to release a piercing bolt of electricity as an action on your turn. The
lightning res 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 nish a short or long rest.

Trial by Fire
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 re damage equal to half your ghter level, rounded up. You can charge your weapons this way a number of times equal to your Charisma
modi er (minimum of once), and regain all uses after a short or long rest.

Roguish Archetype: Wild Card

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.

Tricks Up the Sleeve


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.

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Wild Card’s Gambit


Also at 3rd level, you gain pro ciency 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 pro cient 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.

Loaded Dice
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.

Dragonchess
Your prowess of the chessboard has made you a skilled tactician on the battle eld. 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 modi er (minimum of once), and
regain all uses after a long rest.

Dragon. Choose a creature you can see within 30 feet of you. The rst 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 bene ts 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.

Playing Cards
You have developed a ghting 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 ick 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 modi er, and on a hit, it deals slashing damage
equal 1d4 + your Dexterity modi er. 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 modi er (minimum of once), and regain all uses after a long
rest.

Wild Card Suit Table

Damage die
Suit
(d4)

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
1
equal to half the Sneak Attack damage rolled.

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
2
in this way.

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Damage die
Suit
(d4)

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
3
half the damage dealt. Any excess hit points regains become temporary hit points.

Wild Ace. This card morphs suits depending on the dealer’s wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the
4
suit’s respective effect.

Shifting the Odds


Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a ash when the odds begin to turn against you. As a bonus
action, you can disappear with a dramatic ourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your pro ciency
bonus + your Charisma modi er), 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 nished a short or long rest.

Twist of Fate
At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the rst 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.

Joker Wild
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 bene ts:

You regain expended power for your Wild Card’s Gambit feature:
• Cards. You regain all spent uses of that feature.
• Dragonchess. You regain all spent uses of that feature.
• Dice. You regain all spent dice.
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 di cult 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.

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