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Survival Gear

Survival Gear Adverse weather and gnawing hunger can claim just as many lives as monsters and traps. The following items are necessities when facing inhospitable environments and harsh journeys: Bedroll. This essential commodity provides insulation and comfortable sleep on rocky, wet, or uneven terrain. Blanket. Provides warmth while resting in cold environments.  Climbing Gear. A climbing gear set includes special pitons, boot tips, gloves, and a harness. You can use the climbi

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Superstician

Superstician Enchantresses and charmers, fascinating experts in hexes and sorceries, manipulators of Extravaganza and fairy tricks, thaumaturgists skilled in countering the powers of darkness, mischief, and the maledictions of jinxes, heresiarchs, hags, and phantasms. They’re called supersticians: masters of arcane arts, fey power, and secrets of superstition. Some are dark sorcerers who have dealings with infernal powers; others are devoted to the forces of good; others still follow the

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Stars and Stables Child

Stars and Stables Child Prerequisite: Human You are able to sleep literally anywhere, whether you find yourself under a starry sky or surrounded by the stinking smell of an old stable. You gain the following benefits: Increase an ability score of your choice by 1, to a maximum of 20. When you spend one or more Hit Dice at the end of a short rest, you can re-roll those dice that show a result lower than your Constitution modifier. You can spend 2 Hit Dice to recover one le

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Spellcasting Foci

Spellcasting Foci Many spellcasters rely on a magical focus, an item that allows them to channel their power. Using a spellcasting focus allows a spellcaster to forgo many material components for their spells. A wide variety of items can be turned into magical foci, which fall into three primary categories: Arcane Focus: These foci are soaked in arcane power and often engraved or painted with eldritch symbols and cosmic iconography. Orbs, crystals, grimoires, staves, or wands are often us

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Speak with Animals

Speak with Animals 1st-level (divination; beasts, communication, nature, utility) [ritual] Class(es): Bard, druid Casting Time: 1 Action Range: Self Components: V, S Duration: 10 minutes You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world, and their knowledge and awareness are filtered through that perspective. At a minimum, beasts can tell you about nearby locations and monsters, including things t

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Spare the Dying

Spare the Dying Cantrip (necromancy; divine, healing) Class(es): Cleric Casting Time: 1 Action Range: Touch Target: One living creature with 0 hit points Components: V, S Duration: Instantaneous A jolt of healing energy flows through the target and it becomes stable.

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Sorcerer Spell List

Sorcerer 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 wi

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Sleep

Sleep 1st-level (enchantment; arcane, compulsion) Class(es): Bard, sorcerer, wizard Casting Time: 1 Action Range: Medium (60 feet) Area: 20-foot circle Target: 4d10 hit points worth of creatures Components: V, S, M (pinch of fine sand) Duration: 1 minute You send your enemies into a magical slumber. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area fall unconscious in ascending order according to their hit points

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Slacker

Slacker How did you come to this in your life? Where did you go wrong? You didn’t, actually, as what you have “done” is just following someone else and living off the results of their success. You don’t feel the urge to do anything, you do not have any outstanding ability. No special feature whatsoever. And that’s the way you like it: why struggle when someone else can do the job for you and you can live and bask in their glory? What really matters is to find a party to exploit, and a ban

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Skeletal Hands

Skeletal Hands 1st-level (necromancy; arcane, divine, necrotic) Class(es): Cleric, sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Target: One creature Components: S, M (finger bone) Duration: Concentration (1 minute) Dozens of skeletal hands reach from a wall or other vertical surface to grasp a creature within 5 feet of the surface. Make a melee spell attack. On a hit, the target takes 1d8 necrotic damage and is restrained until the spell ends. A c

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Silent Image

Silent Image 1st-level (illusion; arcane, senses) Class(es): Bard, sorcerer, wizard Casting Time: 1 Action Range: Medium (60 feet) Area: 15-foot cube Components: V, S, M (bit of wool) Duration: Concentration (10 minutes) You create an illusory image of a creature, object, or other visible effects within the area. The illusion is purely visual, it cannot produce sound or smell, and items and other creatures pass through it. As an action, you can move the image to any po

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Shoplifting

Shoplifting Prerequisite: Arcimboldo When arcimboldos find around them an object that they may acquire as part of their body (weapons and tools for a scrapper; plants for an orcharder; clothes and accessories for a ragpicker) they can snatch it with a quick move of “luxury expropriation” and quickly hide it among the jumbled items of their body. By then, even if they are caught red-handed, good luck in demonstrating that the object wasn’t part of their body from the beginning... You gain

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Shoddy

Shoddy In Brancalonia, everyday objects come at the normal cost, as per common price lists. However, Knaves are generally short of money, and “poor equipment” is all they can afford. Shoddy items and services are badly crafted and offered by crooks and scoundrels. They have an unreliable appearance, uninviting taste, or ambiguous smell, and they always look ready to fall apart on first use. Indeed, poor equipment costs way less than standard-quality gear (a tenth of the price). Objec

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Shocking Grasp

Shocking Grasp Cantrip (evocation; affliction, arcane, attack, lightning) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Touch Target: One creature Components: V, S Duration: Instantaneous Electricity arcs from your hand to shock the target. Make a melee spell attack (with advantage if the target is wearing armor made of metal). On a hit, you deal 1d8 lightning damage, and the target can’t take reactions until the start of its next turn as the electricity courses

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Shillelagh

Shillelagh Cantrip (transmutation; nature, transformation, weaponry) Class(es): Druid Casting Time: 1 Bonus Action Range: Touch Target: Club or quarterstaff you are holding Components: V, S, M (club or quarterstaff) Duration: 1 minute You imbue the target with nature’s magical energy. Until the spell ends, the target becomes a magical weapon (if it wasn’t already), its damage becomes 1d8, and you can use your spellcasting ability instead of Strength for melee attacks and da

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Shields

Shields Shields can range from a dueler’s fencing buckler to the tower shields of mercenary armies. You may wield two shields, but only gain the defensive benefits of one shield at a time. When it is used to attack, a shield is treated as an improvised weapon that deals 1d4 bludgeoning damage. Table: Shields Shield Cost Weight AC Bonus Light 10 gp 4 lbs +1 Medium

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Shieldance

Shieldance Trained in the ancient art of the buckler, you are a true master when it comes to defending yourself with a shield. You gain the following benefits: Increase your Constitution or Strength score by 1, to a maximum of 20. You gain proficiency with shields. Whenever you take the Dodge action in combat, you gain an additional +2 bonus to your AC, and you ignore the shoddiness of the shield.

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Shield of Faith

Shield of Faith 1st-level (abjuration; divine, protection) Class(es): Cleric, paladin Casting Time: 1 Bonus Action Range: Medium (60 feet) Target: One creature Components: V, S, M (scrap of holy text) Duration: Concentration (10 minutes) Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2.

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Shield

Shield 1st-level (abjuration; arcane, protection) Class(es): Sorcerer, wizard Casting Time: 1 Reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends, you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected.

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Seasoned Wood

Seasoned Wood Prerequisite: Marionette All sentient marionettes are made from triflewood and its variants. However, the best puppeteers know how to properly treat the stumps and strips of this magical material to optimize its performance. In other cases, seasoning is a natural process that can occur even a long time after the marionette's creation. In these cases, you gain the following benefits: Increase an ability score of your choice by 1, to a maximum of 20. Darkvision. You

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Searing Equation

Searing Equation 1st-level (enchantment; affliction, law, psychic) Class(es):  Casting Time: 1 Action Range: Self Area: 15-foot cone Components: V, S Duration: Instantaneous Saving Throw: Intelligence halves and negates deafened You briefly go into a magical trance and whisper an alien equation that you never fully remember once the spell is complete. Each creature in the area takes 3d4 psychic damage and is deafened for 1 round. Creatures who are unable to hear the

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Sanctuary

Sanctuary 1st-level (abjuration; divine, protection) Class(es): Cleric Casting Time: 1 Bonus Action Range: Short (30 feet) Target: One creature Components: V, S, M (silver mirror) Duration: 1 minute You ward a creature against intentional harm. Any creature that makes an attack against or casts a harmful spell against the target must first make a Wisdom saving throw. On a failed save, the attacking creature must choose a different creature to attack or it loses the attack o

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Sacred Flame

Sacred Flame Cantrip (evocation; attack, divine, radiant) Class(es): Cleric Casting Time: 1 Action Range: Medium (60 feet) Target: One creature Components: V, S Duration: Instantaneous Saving Throw: Dexterity negates As long as you can see the target (even if it has cover) radiant holy flame envelops it, dealing 1d8 radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8).

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Royal Bounty

Royal Bounty While the Kingdom’s Knaves united and came to identify themselves collectively as “Bounty Brothers”, the guards, judges, and bounty hunters who were after them did not stand around and watch. The Kingdom’s laws governing the attribution of bounties, misdeeds, crimes, and sentences were sanctioned about a century ago by Queen Menalda. This shrewd ruler founded, among other things, the Queen's Guard and what is now commonly called the “Royal Bounty”, a convoluted and elephan

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Rover

Rover Rovers spend a large part of their lives in the free, natural manner traditional of feral communities and wolfcats, hermits, heretics, woodcutters, coalmen, shepherds, and the more isolated pagans. They are hunter-gatherers and their groups move with the seasons, drawing all their raw materials from the remains of animals or plants. The rovers’ cultures, skills, and knowledge are deeply influenced by their outdoor life, experience with wild territories, and communion with nature and its

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