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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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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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Extravagant Skin

Extravagant Skin 1st-level (transmutation; arcane, protection, shapechanging) Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Action Range: Self Components: V, S, M (a fistful of turquoise wood ash that the spell consumes) Duration: Concentration, up to 1 hour You cover yourself with the essence of Extravaganza, becoming part of it for the spell’s duration. While you are under this magical effect, you can change your shape, cast innate spells, or gain magic resista

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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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Produce Flame

Produce Flame Cantrip (conjuration; attack, fire, nature, utility) Class(es): Druid Casting Time: 1 Action Range: Self Components: V, S Duration: 10 minutes You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.  The spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an acti

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Prelate

Prelate Prelates can be members of the Creed or other religious professions holding a key position, respect, or power. Still, they became Knaves for their own personal or secret purpose. Their titles can be the most various: abbots, abbesses, vicars, archimandrites, scabbots, priors, and chaplains, and up to the top of the respective hierarchy, such as ordinals and horoscopals. There's no particular distinction between men and women concerning high prelatures, even if specific orders are compo

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Disguise Self

Disguise Self 1st-level (illusion; arcane, obscurement) Class(es): Bard, sorcerer, wizard Casting Time: 1 Action Range: Self Components: V, S Duration: 1 hour Until the spell ends or you use an action to dismiss it, you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type, including but not limited to your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hairstyle and

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Poisons

Poisons While some poisons require exotic or expensive ingredients, many effective versions can be obtained or made with little effort. The following poisons may be commonly available from apothecaries and herbalists. Applying a poison takes an action. A creature immune to the poisoned condition is immune to any effects from poisons. Curare. You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency

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Druidcraft

Druidcraft Cantrip (transmutation; nature, utility) Class(es): Druid Casting Time: 1 Action Range: Short (30 feet) Components: V, S Duration: Instantaneous You call upon your mastery of nature to produce one of the following effects within range: You create a minor, harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example, the effect might create a miniature thunderhead if storms are predicted.

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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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Burning Hands

Burning Hands 1st-level (evocation; arcane, fire) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Self Area: 15-foot cone Components: V, S Duration: Instantaneous Saving Throw: Dexterity halves A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area. Cast at Higher Levels. The damage increases by 1d6 for each slot level above 1st.

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Color Spray

Color Spray 1st-level (illusion; arcane, prismatic, senses) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Self Area: 15-foot cone Target: 6d10 hit points worth of creatures Components: V, S, M (pinch of red, yellow, and blue colored sand or powder) Duration: 1 round A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn. Starting with the target with the lowest hit points (ignoring unconscious crea

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Mage Hand

Mage Hand Cantrip (conjuration; arcane, utility) Class(es): Sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Components: V, S Duration: 1 minute A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it. You can use an action to control the hand and direct it to do any of the following:  manipulate an object. open an unloc

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Expeditious Retreat

Expeditious Retreat 1st-level (transmutation; arcane, movement) Class(es): Sorcerer, warlock, wizard Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: Concentration (10 minutes) Until the spell ends, you’re able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action. Cast at Higher Levels. Your Speed increases by 10 feet for each slot level above 1st.

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Heroism

Heroism 1st-level (enchantment; enhancement) Class(es): Bard, paladin Casting Time: 1 Action Range: Touch Target: One willing creature Components: V, S Duration: Concentration (1 minute) The target’s spirit is bolstered. Until the spell ends, the target gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns and it cannot be frightened. Any temporary hit points remaining are lost when the spell ends. Cast at Higher Level

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Counterfeit

Counterfeit The Kingdom is well-known for its counterfeit goods: forged documents and fake coins are almost more popular than real ones, bogus relics and works of art have entirely dedicated retail and wholesale markets, the capital of Alazia itself, Port Patacca, takes its name from the rip-offs served up to naive travelers, and any object or service that appears in the game can be counterfeit. Counterfeit equipment has 3 key features: It always seems very convenient: In fact, a

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Beautify Creature

Beautify Creature 1st-level (transmutation; arcane, divine, enhancement, utility) Class(es): Bard, cleric, druid, paladin Casting Time: 1 Action Range: Short (30 feet) Target: A creature up to Large size Components: S, M Duration: Instantaneous The creature is immediately and beautifully groomed as if it had been lovingly attended to by a group of no less than 4 highly-skilled servants. Their clothing (if it has any) will be spotlessly clean with any minor damage mended and

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Ceremony

Ceremony 1st-level (evocation; divine) [ritual] Class(es): Cleric, paladin Casting Time: 1 Hour Range: Short (30 feet) Target: One or more corpses, one or more creatures, or one creature Components: V, S, M (25 gold worth of incense, consumed by the spell) Duration: Instantaneous You perform a religious ceremony during the casting time of this spell. When you cast the spell, you choose one of the following effects, any targets of which must be within range during the entire

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Charm Person

Charm Person 1st-level (enchantment; arcane, compulsion) Class(es): Bard, druid, sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Target: One humanoid Components: V, S Duration: 1 hour Saving Throw: Wisdom negates You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towar

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Placing Prophesies

Placing Prophesies In the Bounty Kingdom taking bets is often forbidden, and those who do so risk pillory and imprisonment. To overcome this minor setback, the Knaves of Penumbria have come up with a solution that has spread through the Kingdom like wildfire. They don’t take bets: they make prophecies. Placing prophecies is an optional way for Knaves to scrape together a few extra coins during a job. A prophecy is a prediction of something that will happen either before evening or on t

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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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Misdeeds

Misdeeds It is possible (indeed, it is pretty easy) that, during the Job phase, Knaves will commit further misdeeds or may be generically pronounced guilty of them. However, the attribution of the new misdeeds and the Bounty and Notoriety increases do not take place until during the next Rollick phase because Kingdom Justice is slow and cumbersome. Here is a list of the misdeeds that can be attributed to the Knaves along with the related Bounty Value: Misdeeds

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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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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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