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Impresario

Impresario The Kingdom is crossed by ambulants, actors, puppeteers, itinerant singers, troubadours, bards, minstrels, acrobats, and all sorts of artists, not to mention those who always reside and perform in a specific city, in one particular theater, or their own ward. This confusing saraband of musicians, entertainers, and wanderers often leads to some Impresario, or crafty traffickers who know how to deal with commoners and gentlemen, full of connections and knowledge, and notably able to m

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Enamored

Enamored The enamored is usually a member of a court or an important family who grew up immersed in the Courtly Love myth and environment and dedicated their younger years to courtships, games and amorous pastimes, poetry, attending banquets, receptions, salons, theatrical performances, and other aristocratic entertainment venues... Enamored are generally privileged, well-educated youths, experts in the liberal arts and sophisticated hobbies, raised to become flirts, diplomats, gigolos, and co

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Dispatch Rider

Dispatch Rider In a country oppressed by the Thousand Years' War, the martial professions and all the figures that have to do with battles and military campaigns in one way or another are often strictly codified and regulated. Dispatch riders are generally young people still not very useful in the weapons trade but who, like field attendants, pages, and squires, are part of bands and armies who provide support or service to the troops. In particular, dispatch riders are experts in traveling lo

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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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Paladin Spell List

Paladin Spell List Cantrip Name Classical Spell School Spell Schools Summary Altered Strike Transmutation Enhancement, Transformation, Unarmed, Weaponry Briefly transform your weapon or fist into another material and strike with it. Arcane Muscles Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to d

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Grapevine

Grapevine Cantrip (evocation; communication, plants) Class(es): Druid Casting Time: 1 Action Range: Special (100 miles) Components: V, S Duration: Instantaneous You cause a message in Druidic to appear on a tree or plant within range which you have seen before. You can cast the spell again to erase the message.

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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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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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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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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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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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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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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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Purify Food and Drink

Purify Food and Drink 1st-level (transmutation; divine, nature, negation) [ritual] Class(es): Druid, paladin Casting Time: 1 Action Range: Short (30 feet) Area: 5-foot circle Components: V, S Duration: Instantaneous You remove all poison and disease from a number of Supply equal to your proficiency bonus. Cast at Higher Levels. Remove all poison and disease from an additional Supply for each slot level above 1st.

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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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Magic Missile

Magic Missile 1st-level (evocation; arcane, attack, force) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Long (120 feet) Target: Up to three creatures Components: V, S Duration: Instantaneous A trio of glowing darts of magical force unerringly and simultaneously strike the targets, each dealing 1d4+1 force damage. Cast at Higher Levels. Evoke one additional dart and target up to one additional creature for each slot level above 1st.

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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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Longstrider

Longstrider 1st-level (transmutation; movement, utility) Class(es): Druid, wizard Casting Time: 1 Action Range: Touch Target: One creature Components: V, S, M (coiled wire and the sole of a shoe) Duration: 1 hour Until the spell ends, the target’s Speed increases by 10 feet. Cast at Higher Levels. Target one additional creature for each slot level above 1st.

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Jump

Jump 1st-level (transmutation; enhancement, movement) Class(es): Druid, sorcerer, wizard Casting Time: 1 Bonus Action Range: Touch Target: One creature Components: V, S, M (grasshopper's leg) Duration: 1 minute You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally. Cast at Higher Levels. Each of the target’s jump distances increase by 5 feet for each slot level above 1st.

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Inflict Wounds

Inflict Wounds 1st-level (necromancy; attack, divine, necrotic) Class(es): Cleric Casting Time: 1 Action Range: Touch Target: One creature Components: V, S Duration: Instantaneous You impart fell energies that suck away the target’s life force, making a melee spell attack that deals 3d10 necrotic damage. Cast at Higher Levels. The damage increases by 1d10 for each slot level above 1st.

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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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Identify

Identify 1st-level (divination; arcane, knowledge) [ritual] Class(es): Bard, wizard Casting Time: 1 Minute Range: Touch Target: One object or creature Components: V, S, M (pearl worth at least 100 gold and a feather) Duration: Instantaneous You learn the target item’s magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if

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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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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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