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Wolfcat

Wolfcat Probably spawned by Extravaganza, these beings have been roaming the Kingdom since the early centuries of the Thousand Years’ War, as there seem to be no records of their presence earlier, in Empire days. While some believe they came from Frangia or Altomagna, scholars from those lands claim the contrary, so the mystery remains unsolved. The size of catpards and linxes, wolfcats are felines that have adopted human-like posture, language, and skills, and are also similar in their c

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Wizard Spell List

Wizard Spell List Cantrip Name Classical Spell School Spell Schools Summary Acid Splash Conjuration Acid, Arcane Conjure a localized bubble of acid that splashes over creatures. Altered Strike Transmutation Enhancement, Transformation, Unarmed, Weaponry Briefly transform your weapon or fist into another material and strike with

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Wind Up

Wind Up 1st-level (evocation; enhancement) Class(es): Cleric, paladin, sorcerer, warlock, wizard Casting Time: 1 Action Range: Self Components: S Duration: 8 hours You wind your power up like a spring. You gain advantage on the next melee attack roll you make before the end of the spell’s duration, after which the spell ends.

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Weapons

Weapons Your class grants proficiency with certain weapons, representing the weapons you have been trained to use. Different weapons deal different amounts of damage, have different properties, and can be used to attack from different ranges. Melee weapons are held or thrown, while ranged weapons propel ammunition great distances. When making an attack with a weapon, you add your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus, if a

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Warlock Spell List

Warlock Spell List Cantrip Name Classical Spell School Spell Schools Summary Calculate Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. Chill Touch Necromancy Affliction, Arcane, Attack, Necrotic Attack with the chill of the grave, injuring and preventing healing.

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Viperwolf Blood

Viperwolf Blood You have endured and survived the effects of the most fearsome poisons to the point of becoming immune to them. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You are immune to poison and have immunity to the poisoned condition.

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Vicious Mockery

Vicious Mockery Cantrip (enchantment; arcane, attack, psychic) Class(es): Bard Casting Time: 1 Action Range: Medium (60 feet) Target: One creature Components: V Duration: Instantaneous Saving Throw: Wisdom negates You verbally insult or mock the target so viciously that its mind is seared. As long as the target hears you (understanding your words is not required) it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next

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Veteran Deserter

Veteran Deserter Every army can boast of a number of loyal veterans who have survived many battles and covered themselves with glory, but the same can be said about the rabble without an ideal, gathering under the banners of renegades, fugitives, traitors, and turncoats, which form the majority of every army in the Kingdom. The veteran deserter is the most experienced and renowned among the deserters, the most cunning and admired among opportunists, double agents, and fugitives, the best at tur

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Vehicles

Vehicles From chariot races to pirate ship attacks to airship journeys, countless adventures take place atop speeding vehicles. All vehicles have the following properties: Terrain: Vehicles fall into three terrain categories: land vehicles, water vehicles, and air vehicles. Vehicles travel in the terrain of their category. Proficiency with a category of vehicles allows a creature to add its proficiency bonus to any checks made regarding that type of vehicle.  Size and Armor Class: Ju

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Unseen Servant

Unseen Servant 1st-level (conjuration; arcane, summoning, utility) [ritual] Class(es): Bard, warlock, wizard Casting Time: 1 Action Range: Medium (60 feet) Components: V, S, M (string and wood) Duration: 1 hour You create an invisible, mindless, shapeless force to perform simple tasks. The servant appears in an unoccupied space on the ground that you can see and endures until it takes damage, moves more than 60 feet away from you, or the spell ends. It has AC 10, a Strength o

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True Strike

True Strike Cantrip (divination; arcane, attack, enhancement) Class(es): Bard, paladin, sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Components: S Duration: Concentration (1 round) You gain an innate understanding of the defenses of a creature or object in range. You have advantage on your first attack roll made against the target before the end of your next turn.

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Traveler's Ward

Traveler's Ward 1st-level (abjuration; protection, sound) Class(es): Bard, cleric, paladin, wizard Casting Time: 1 Action Range: Touch Target: One creature Components: V, S, M (well-polished ball bearing) Duration: 8 hours Until the spell ends, creatures have disadvantage on Sleight of Hand checks made against the target. If a creature fails a Sleight of Hand check to steal from the target, the ward creates a loud noise and a flash of bright light easily heard and seen by c

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Trading

Trading While gold pieces and other coinage are used to describe the value of items throughout this chapter, they are not the only way wealth manifests itself in the world. Merchants and crafters accept coins, and most people will have access to coins to give as quest rewards. Other types of currency and trade are common too. Gems, information, services, and exchanged goods are useful ways for the average person to acquire what they need. Working people of every stripe may find it easier to ba

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Tough

Tough Toughs were born and raised amidst all manner of oppression, hardship, or violence, yet far from breaking them, these extreme living conditions tempered their mettle, making them as hard as steel. Having been exposed so directly to the harshest abuse and privations, no obstacle, fear, or hesitation will stop them now. Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set Languages: Racket Equipment: A pendant of Saint Marauda, a poppycock card

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Tools

Tools Many trades and crafts require special tools or sets of tools needed to do things like to pick a lock, paint a portrait, or brew a potion. Any character can use a tool kit, but many characters also gain proficiency with specific tools. When you are proficient, you add your proficiency bonus to any ability checks made with them. Tool use is not tied to any single ability score and your Narrator may decide your work may require any sort of ability check. For example, you may be a

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Thunderwave

Thunderwave 1st-level (evocation; arcane, nature, thunder) Class(es): Bard, druid, sorcerer, wizard Casting Time: 1 Action Range: Self Area: 15-foot cube Components: V, S Duration: Instantaneous Saving Throw: Constitution halves and negates push You create a wave of thunderous force, damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you.  Unsecured objects completely within the area are also pushe

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Throwance

Throwance You have become a master of throwing objects of all kinds with absolute precision. You gain the following benefits: When you make a ranged attack using a weapon that doesn't have the thrown property, consider it to have thrown (range 10/20) instead. When you make a ranged attack with a weapon with the thrown property, you can treat the weapon as if it had the finesse property. When you make a ranged attack with a weapon with the thrown property, increase its norm

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Thorn Whip

Thorn Whip Cantrip (transmutation; attack, plants) Class(es): Druid Casting Time: 1 Action Range: Short (30 feet) Target: One creature Components: V, S, M (the stem of a plant with thorns) Duration: Instantaneous You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pu

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The Den

The Den Knaves need a comfortable and secure place to retire and de-stress between one job and another. Usually, even if the guards or some competing Bands know where the Company's Den is, a web of tacit agreements between the Kingdom Justice and the Bounty Brotherhood ensures that no one ever upsets the apple cart while the Knaves take refuge in their Dens. Just as Companies may not be composed of thieves and criminals only, but also of friars, miraculists, guiscards, soldiers, street acto

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Thaumaturgy

Thaumaturgy Cantrip (transmutation; divine, enhancement) Class(es): Cleric, paladin Casting Time: 1 Action Range: Short (30 feet) Components: V Duration: 1 minute You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following: Your voice booms up to three times louder than normal You cause flames to flicker, brighten, dim, or change color You send harmless tremors throughout the ground. You create

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Talismancer

Talismancer Instead of Madame Jinx or some fiendish patron, certain warlocks draw power from celestial essences scattered throughout the earthly world, similar to shooting stars, but with extraordinary powers. From another point of view, those who manage to obtain, by chance or thanks to studies and research, one of these astral talismans acquire prodigious mystical powers that make them real warlocks, albeit linked to celestial powers. The name that these astral talismans have for the ho

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Sylvan

Sylvan Last specimens of a race of hominids with traits more feral and rustic than those of the common human, sylvans have always lived alongside humans when the latter left the mountains and forests to found cities. Compared to common humans, sylvans have much thicker body hair in specific places: on the men’s chest and back, on women’s groin, and on the arms and legs of both; their head is often covered in a thick mane of hair. Their body is more agile and muscular, their features fierc

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Swordfighter

Swordfighter The Thousand Years’ War is so deeply rooted in the peoples of the Kingdom that it is now considered the only possible way of life. The war’s facts, conduct, mercenary companies, lootings, and the aggravation caused by military sieges and campaigns, are all regulated down to the smallest detail. In this constant-conflict scenario, soldiers, warriors, squires, condottieri, infantrymen, crossbowmen, stormtroopers, sappers, knights, archers, army engineers, runners, scouts, and spi

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Svanzic Guard

Svanzic Guard The monks who roam the Kingdom are not just punch-happy friars who wander the dusty country roads, hermits expert in mystical wrestling who sat alone for years to meditate on pillars and columns, or abbots who give the commandments of the "Slap One Another" in the coolness of their monasteries. In fact, there are noble and sought-after monastic traditions, exclusive and secret, which represent, if you will, "the aristocracy" of the Brawly Orders of the Creed. The most famous o

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