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Friends

Friends Cantrip (enchantment; arcane) Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Bonus Action Range: Short (30 feet) Target: One nonhostile creature Components: S Duration: 1 round Once before the start of your next turn, when you make a Charisma ability check against the target, you gain a knack die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.

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Ancient Culinary Art

Ancient Culinary Art You are an expert in the Kingdom's culinary art, a long tradition handed down by aunties and grannies. You gain the following benefits: You gain proficiency with cook's utensils and add double your proficiency bonus to all checks made using them, instead of your normal proficiency bonus. Also, you treat shoddy cook's utensils as standard cook's utensils. You treat cook's utensils as improvised weapons you are proficient with. You can cook a special mea

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Rat’s Cunning

Rat’s Cunning Prerequisite: Pantegarn As a pantegan, you have been through so much, and you won’t be cheated by the first piper or charlatan you meet. You can smell a scam or a magic con. You gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You have advantage on your Wisdom (Insight) checks. You have advantage on your saving throw against enchantment and illusion effects.

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Harmonic Resonance

Harmonic Resonance 1st-level (abjuration; enhancement, sound) Class(es): Bard Casting Time: 1 Action Range: Short (30 feet) Components: V, S, M (the written lyrics of a duet) Duration: Concentration (1 minute) You harmonize with the rhythm of those around you until you’re perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within range uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the

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Feather Fall

Feather Fall 1st-level (transmutation; arcane, protection) Class(es): Bard, sorcerer, wizard Casting Time: 1 Reaction which you take when you or a creature within range falls Range: Medium (60 feet) Target: Up to five falling creatures within range Components: V, M (a small feather or pinch of down) Duration: 1 minute Magic slows the descent of each target. Until the spell ends, a target’s rate of descent slows to 60 feet per round. If a target lands before the spell ends,

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Hex

Hex 1st-level (enchantment; affliction) Class(es): Warlock Casting Time: 1 Bonus Action Range: Long (120 feet) Target: One creature you can see within range Components: V, S, M (a blade or needle you draw your own blood with, or a venomous animal or poisonous plant you crush) Duration: Concentration (1 hour) You levy a mild curse on a creature you can see within range. When you cast this spell, choose an ability score. During the duration, that creature has disadvantage on

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Mending

Mending Cantrip (transmutation; arcane, transformation, utility) Class(es): Bard, cleric druid, paladin, sorcerer, wizard Casting Time: 1 minute Range: Touch Target: One object Components: V, S, M (fragment of equine bone) Duration: Instantaneous You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.

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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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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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Air Wave

Air Wave 1st-level (conjuration; air, weaponry) Class(es): Bard, warlock Casting Time: 1 Action Range: Short (30 feet) Target: One creature Components: V Duration: Instantaneous Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.

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Fog Cloud

Fog Cloud 1st-level (conjuration; arcane, obscurement, weather) Class(es): Druid, sorcerer, wizard Casting Time: 1 Action Range: Long (120 feet) Area: 20-foot sphere Components: V, S Duration: Concentration (1 hour) You create a heavily obscured area of fog. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour). Cast at Higher Levels. The spell’s radius increases by 20 feet for each slot level above 1st.

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Exceedingly Gifted

Exceedingly Gifted Prerequisite: Gifted Your Gift stands out even in comparison with the innate faculties of your own kind. You gain the following benefits: Increase your spellcasting ability score for the gifted spells by 1, to a maximum of 20. In addition to the spells granted by the Magical Influence trait, you learn a new 2nd-level spell that must belong to the same school of magic chosen for the Magical Influence spells. Magical Resonance now allows you to regain a 1

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Hideous Laughter

Hideous Laughter 1st-level (enchantment; affliction, arcane, compulsion) Class(es): Bard, wizard Casting Time: 1 Action Range: Short (30 feet) Target: One creature with an Intelligence of 5 or more Components: V, S, M (poppy seed) Duration: Concentration (1 minute) Saving Throw: Wisdom negates The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter. The target falls prone, becomes incapacitated, and cannot stand. Until the spe

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Illusory Script

Illusory Script 1st-level (illusion; arcane, communication) Class(es): Bard, warlock, wizard Casting Time: 1 Minute Range: Touch Target: A piece of paper or other writing material Components: S, M (ink worth at least 10 gold, consumed by the spell) Duration: 10 days You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other c

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Crosser

Crosser Crossers are men and women experts more than anybody else in land smuggling, especially through mountain passes, impassable rivers, swamps, woods, and all sorts of natural obstacles. Usually, they move alone or in very small groups, on foot, on horseback, or at most by leading a donkey, and they travel along paths and tracks unknown and hard to find by guards and soldiers. They are also known to be the perfect guides for anyone who wants to leave a region across guarded borders. Relyin

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Incandescent Mark

Incandescent Mark 1st-level (evocation; arcane, fire, light) Class(es): Cleric Casting Time: 1 Bonus Action Range: Long (120 feet) Target: One creature Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it with a glowing sign. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with a weapon attack. Until the spell ends, the target sheds bright light in a 20-foot radius

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Prestidigitation

Prestidigitation Cantrip (transmutation; arcane, utility) Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Bonus Action Range: Short (30 feet) Components: V, S Duration: 1 hour You wield arcane energies to produce minor effects. Choose one of the following:  create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). clean or soil an object of 1 cubic foot or less. light or snuff a

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Protection from Evil and Good

Protection from Evil and Good 1st-level (abjuration; arcane, divine, protection) Class(es): Cleric, paladin, warlock ,wizard Casting Time: 1 Action Range: Touch Target: One willing creature Components: V, S, M (holy water or powdered silver and iron, consumed by the spell) Duration: Concentration (10 minutes) The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvant

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Miscellaneous Gear

Miscellaneous Gear The many essentials that make adventuring into the unknown possible: Acid. You can use an action to splash the contents of this vial onto a target within 5 feet of you or throw the vial up to 20 feet where it shatters on impact. In either case, make a ranged weapon attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d4 ongoing acid damage. This damage persists for 3 rounds. A creature ends all ongoing damage from mundane aci

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Notoriety

Notoriety Notoriety represents the reputation of a single Knave and influences a whole variety of interactions with the rest of the Kingdom. The higher the Bounty of a Knave, the greater the respect other Knaves will show them, and the greater the fear they will be able to provoke in those who face them: commoners, bourgeois, bigwigs, whatever. Rank Total Bounty Job Hazard How Widely Known Notoriety

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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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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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Detect Evil and Good

Detect Evil and Good 1st-level (divination; divine, senses) Class(es): Cleric, paladin Casting Time: 1 Action Range: Special (30-foot radius) Target: Self Components: V, S Duration: Concentration (10 minutes) You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell end

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Mage Armor

Mage Armor 1st-level (abjuration; arcane, protection) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Touch Target: One willing, unarmored creature Components: V, S, M (metal stud) Duration: 8 hours Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it. Cast at Higher Levels. The target gains 5 temporary hit points

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