Jump to content

jokomaisu

Members
  • Posts

    720
  • Joined

  • Last visited

Blog Entries posted by jokomaisu

  1. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    It's a busy weekend for me, so I'll make it brief.
    The 23 feats have been added to the Compendium 🙌 along with all the features for drives!
    I'm not sure where my focus will be for next week. Maybe equipment. Maybe adventuring. You'll have to just wait and find out 🤷‍♂️
    That's all for now 👋
    Until next time...
    For the bounty!
  2. jokomaisu

    Rules
    Acid Splash
    Cantrip (conjuration; acid, arcane)
    Class(es): Sorcerer, wizard
    Casting Time: 1 Action
    Range: Medium (60 feet)
    Target: Up to two creatures within 5 feet of each other
    Components: V, S
    Duration: Instantaneous
    Saving Throw: Dexterity negates
    A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage. 
    This spell’s damage increases by 1d6 when you reach 5th level (2d6).
  3. jokomaisu

    Rules
    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.
    Cast at Higher Levels. The spell’s range increases by 30 feet for each slot level above 1st.
  4. jokomaisu

    Rules
    Alarm
    1st-level (abjuration; arcane, protection, scrying, utility) [ritual]
    Class(es): Wizard
    Casting Time: 1 Minute
    Range: Medium (60 feet)
    Target: Object or area up to 20-foot cube
    Components: V, S, M (miniature trip wire)
    Duration: 8 hours
    You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don’t set off the alarm. 
    Choose whether the alarm is silent or audible. The silent alarm is heard in your mind if you are within 1 mile of the warded area and it awakens you if you are sleeping. An audible alarm produces a loud noise of your choosing for 10 seconds within 60 feet.
    Cast at Higher Levels. You may create an additional alarm for each slot level above 1st. The spell’s range increases to 600 feet, but you must be familiar with the locations you ward, and all alarms must be set within the same physical structure. Setting off one alarm does not activate the other alarms.
    You may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell’s casting.
    Increased Duration. The spell’s duration increases to 24 hours.
    Improved Audible Alarm. The audible alarm produces any sound you choose and can be heard up to 300 feet away.
    Improved Mental Alarm. The mental alarm alerts you regardless of your location, even if you and the alarm are on different planes of existence.
  5. jokomaisu

    Rules
    Altered Strike
    Cantrip (transmutation; enhancement, transformation, unarmed, weaponry)
    Class(es): Bard, paladin, sorcerer, wizard
    Casting Time: 1 Action
    Range: Self
    Components: V, S, M (piece of the desired material)
    Duration: 1 round
    You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach. You use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood.
    When you reach 5th level, you can choose silver or mithral as the material.
  6. jokomaisu

    Rules
    Ambulant
    Grinders, umbrella menders, nomads, seasonal workers, wayfarers, street actors, thespians, harlequins, puppeteers, carnies, charlatans, relic peddlers, beggars, wandering clerics, students moving from one school to another, professional wanderers, toy makers, tinsmiths, milliners, Norcitans, lacklands, ziganes and caravankers, and all those who spend their lives moving from region to region looking for work or taking their itinerant shows around: these are ambulants. The presence and constant transit of ambulants across the Kingdom’s cities and villages is a common occurrence, and they are mostly viewed with interest and curiosity, as a breath of fresh air in people’s humdrum life. Constantly on the move, these wanderers have very variegated cultures, but also many common traits: the lack of roots, songs and prayers of the road, pleasure in a freer life, and strong sense of communion between travelers, compared to their non-migratory counterparts, the “paisàn”.
    Skill Proficiencies: Performance, History
    Tool Proficiencies: A set of artisan's tools
    Languages: Racket
    Equipment: A jewel dedicated to Saint Pathrick, a set of traveler’s clothes, and a pouch containing 15 sp.
    Feature: Tales of the Road
    Whatever group, profession, or community you belong to, like any other ambulant, you know a lot of legends, rumors, and tales collected on the road and gathered over the years. Whenever you collect one or more rumors, you get an additional one. You always have advantage on all checks related to finding or traveling on Roads to Nowhere.
    Suggested Characteristics
    Ambulants have backgrounds as varied as any “villager”: they can be fascinating blue-eyed Ziganes from the sea; rustic Norcitans who lend their services as wandering butchers; harlequins and puppeteers ever in search of a new square to perform in; formal itinerant bankers; crafty charlatans, or honest tinsmiths. In all of them burns an on-the-road restlessness, not unlike that of sailors... a sedentary existence is too boring to live!
  7. jokomaisu

    Rules
    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 meal that makes the consumer gain a number of temporary hit points equal to their Constitution modifier (minimum of 1). Once you use this feature, you must finish a short or long rest before you can use it again. By examining food or drinks for 1 minute, you can tell if they are poisoned or if they carry any disease.
  8. jokomaisu

    Rules
    Animal Friendship
    1st-level (enchantment; beasts, compulsion, nature)
    Class(es): Bard, druid
    Casting Time: 1 Action
    Range: Short (30 feet)
    Target: Beast that you can see that is able to hear you and has Intelligence 3 or less
    Components: V, S, M (red ribbon)
    Duration: 24 hours
    Saving Throw: Wisdom negates
    You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your companions harms it (whichever is sooner), the target is charmed by you.
    Cast at Higher Levels. Choose one additional target for each slot level above 1st.
  9. jokomaisu

    Rules
    Apothecary
    Your knowledge of herbs and ancient remedies makes you an expert in preparing every kind of concoctions and decoctions capable of healing wounds, soothing pain, and facilitating rest. You gain the following benefits:
    You gain proficiency with the herbalism kit and the following artisan's tools: alchemist's supplies and brewer's supplies. At the end of a short rest, up to 6 creatures can add your proficiency bonus to the hit points regained by spending one or more Hit Dice. You can use a healer's kit to allow a creature to make a new saving throw to eliminate the effects of a disease or a poison. You gain proficiency in the Medicine skill if you don't already have it, and you add double your proficiency bonus to Medicine checks, instead of your normal proficiency bonus.
  10. jokomaisu

    Rules
    Arcane Muscles
    Cantrip (transmutation; arcane, enhancement, transformation, unarmed)
    Class(es): Cleric, paladin, sorcerer, wizard
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: 1 minute
    Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  11. jokomaisu

    Rules
    Arcane Riposte
    1st-level (evocation; arcane, attack)
    Class(es): Bard, sorcerer, warlock, wizard
    Casting Time: 1 Reaction, which you take when a creature makes a melee attack against you
    Range: Self
    Components: V, S
    Duration: Instantaneous
    You respond to an incoming attack with a magically-infused attack of your own. Make a melee spell attack against the creature that attacked you. If you hit, the creature takes 3d6 acid, cold, fire, lightning, poison, or thunder damage.
    Cast at Higher Levels. The spell deals an extra 1d6 damage for each slot level above 1st.
  12. jokomaisu

    Rules
    Arcimboldo
    In many ways, an Arcimboldo is the mirror image of a nonexistent: while the latter is an empty vessel enshrouding a non-existence made of ideals and passions, the former is a jumble of matter that has become alive and sentient, growing a form of existence out of all the pieces it’s made of. Much like a nonexistent, an Arcimboldo is never (well, almost never) built or assembled by someone else. Its pieces meld together and manifest a form of life by themselves, maybe as a secondary effect of the Extravaganza that permeates everything. Unlike those wandering tin cans, though, they make no attempt to conceal their nature and their incredible appearance (actually, even if they wanted to, they would never be able to pull it off). And yet, although they may take any shape and size, they keep choosing a humanoid form and a Medium size, in order not to look too alien in the eyes of the Kingdom and its commoners.
    In this way, they can talk more or less normally, thanks to some form of ventriloquism, walk and move like normal people, and perceive the world around them through senses that mimic those of humans.
    There are several types of Arcimboldos, usually sorted by the raw materials they are made of, but they all can develop any alignment, personality, attitude, instinct, intellect, and mood. Nonetheless, those who have met an Arcimboldo know that these creatures have a penchant for a contemplative life, philosophy, and mysticism: They love to ponder about the great mysteries of the world, souls, and the way of things.
    There are no recognizable differences of sex, gender, or race among Arcimboldos, or at least none has emerged so far. Much like Nonexistents, Arcimboldos define their own appearance and use the voice and the attitude they deem proper.
    Fun Nicknames: Fruit salad, Caponata, Pepper Salad, Mixed Fruits, Mister Broccoli, Minestrone (Orcharders); Junker, Iron Guy, Coffeepot, Panoply, Rack (Scrappers); Hanger, Wardrobe, Flea Market, Ragamuffin, Ragman, Powered Wig (Ragpickers).
    Typical Names: An Arcimboldo usually adopts the first nickname or insult they receive, without caring or resenting it too much, and they use it until someone finds another nickname for them. A story involving one or more Arcimboldos is usually filled with characters such as Mister Broccoli, Greengrocer, Wild Salad, Junk, Ragtag, and Bigwig.
    How Other Races See Them
    Although the debate about the Nonexistents’ nature rages on and everybody wonders what the hell they are doing in the kingdom, the debate about the Arcimboldos is pretty much settled: the wise and the commoners seem to agree about the fact that they are a product of Extravaganza, and that is enough. The fact that those who have been in Cuccaigne or in other corners of the turquoise realms have met many of these beings, living in those bizarre lands as simple commoners, also supports this theory.
    While their origins are relatively accepted, everybody pretty much agrees that they are to be treated with respect, suspicion, mistrust, and prudence: One can never tell what would happen if they are driven away, harassed without good reason, or cast into a junkyard (where they should be).
    Then again, an Arcimboldo usually acts as a cheerful companion or endearing scoundrel, eager to see the world and take part in extraordinary adventures, or even to fall in love with people, ideas, and lands, and become hermits, gallant knights, benandantes, brigands, and folk heroes. These extravagant creatures are therefore greeted in many dives and villages with cheers and curiosity!
    Arcimboldo Traits
    Ability Score Increase. Your Constitution score increases by 2.
    Age. In spite of their extravagant nature, an Arcimboldo’s life expectancy is similar to that of a human.
    Size. You are a regular Arcimboldo. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Creature Type. You are a construct. Despite being constructs, arcimboldos are considered living beings, not a simple agglomeration of objects. Rest, magical healing, and the medicine skill have on arcimboldos the same benefits they have on humanoids. For the same reason, the spells which have an effect on simple objects, such as mending, have no effect on arcimboldos.
    Jumble. An Arcimboldo is animated by an emerging consciousness, springing from a mix of assorted materials and bound to that mix. You gain the following benefits:
    You are immune to the poisoned condition and to poison damage. You do not need to eat, drink, or breathe. You are immune to disease. Anti-Magic Susceptibility. You are incapacitated as long as you are within the range of an anti-magic field. If targeted by a dispel magic spell, you must succeed on a Constitution saving throw against the spell's saving throw DC, or you become unconscious for 1 minute.
    Scavenger. During a brawl, when you take a whack, you lose an item from your body. That item can be used as a prop.
    All Pieces Plus One (Subrace). Although the orcharder is the most common Arcimboldo version, there are other types as well. Choose your nature among the available ones.
    Orcharder
    The orcharder is an Arcimboldo made of vegetables, plants, fruits, flowers, and other vegetal elements. The extravagant nature that animates an orcharder also prevents its elements from rotting and keeps renewing their appearance as seasons go by: flowers bloom, fruits ripen, plants wither, and seeds sprout. Many orcharders chose a rural life, and work as farmers or herbalists, while others become benandantes, to always remain in touch with the natural world they belong to.
    Ability Score Increase. Your Wisdom score increases by 1.
    Extravagant Influence. An orcharder can call upon Extravaganza’s natural forces. You know the druidcraft and thorn whip cantrips.
    Resistant Structure. You have resistance to piercing damage from nonmagical attacks.
    Ragpicker
    A ragpicker is made of a jumble of clothes, cloaks, hats, gloves, and boots of different sizes, styles, and materials as if someone had emptied a wardrobe and used its contents to make a humanoid shape, or if a coat rack had suddenly sprung to life. Ragpickers like to change their configuration and often show different garments at various times of the day or in different contexts, making good use of feathers, shawls, and bizarre choices of colors and accessories.
    Ability Score Increase. Your Charisma score increases by 1.
    Extravagant Influence. A ragpicker is made of clothes and accessories of every kind, that might be useful any time, in any situation. A ragpicker knows the friends and guidance cantrips.
    Resistant Structure. You have resistance to bludgeoning damage from nonmagical attacks.
    Scrapper
    These Arcimboldos are made of scrap metal, kitchen or blacksmith tools, metal instruments, weapons, and armor. All these items, though, are part of their bodies and cannot be detached and used freely. Their body is obviously sturdy and resistant (albeit a little noisy).
    Ability Score Increase. Your Strength score increases by 1.
    Extravagant Influence. A scrapper is mostly made of working tools and instruments. You know the resistance and mending innate cantrips.
    Resistant Structure. You have resistance to slashing damage from nonmagical attacks.
  13. jokomaisu

    Rules
    Armor
    The durability of your armor is a combination of the style of armor and its materials. Less durable materials like cloth and leather are comfortable, lightweight, and inexpensive but struggle to turn a hit. Metals may turn a hit more easily but require more physical strength to wear and cost more coin. The different styles of armor are outlined below.
    When you are wearing armor that you aren’t proficient with, you have disadvantage on ability checks, attack rolls, and saving throws using Strength or Dexterity, and you are unable to cast spells.
    Padded. Layers of cloth or supple leather are quilted together to create a lightweight tunic and pair of trousers. Padded cloth tunics are worn under breastplates and suits of mail for comfort and are already counted in their AC.
    Brigandine. A tunic made of cloth, leather, or hide that has small panels of metal, scale, or bone stitched to the interior for extra protection. When the panels are external and overlap closely, the brigandine is termed scale mail. 
    Breastplate. A fitted bone, leather, or metal plate that covers the chest, stomach, and vital organs. 
    Mail. A suit made entirely of metal, though styles can differ greatly. A chain shirt is a shirt woven from small metal rings, while a full set of chain mail (a hauberk) is longer and includes a coif. Half plate covers most of the body in shaped metal plates, but offers minimal leg protection, while full plate covers the entire body and includes gauntlets, boots, and a helm. Splint mail is similar to half plate but covers the limbs in strips of mail bolted to leather, rather than shaped metal plates. 
    Bulky Armor. Half plate and full plate are bulky, but while worn they do not count against the number of bulky items you can carry at once.
    Strength Requirement. While wearing armor for which you do not have the minimum Strength score, your Speed is reduced by 10 feet.
    Table: Light Armor
    Type Cost Weight AC Material
    Properties Strength
    Requirement Dexterity
    (Stealth) Penalty Repairability Padded cloth 5 gp 6 lbs 11 + Dexterity
    modifier Comfortable, flaw (piercing),
    underarmor - - DC 5

    sewing kit Padded leather 15 gp 8 lbs 12 + Dexterity
    modifier Comfortable, flaw (piercing) - - DC 10

    sewing kit Table: Medium Armor
    Type Cost Weight AC Material
    Properties Strength
    Requirement Dexterity
    (Stealth) Penalty Repairability Cloth brigandine 5 gp 7 lbs 12 + Dexterity
    modifier Comfortable, flaw (piercing), underarmor - - DC 5

    sewing kit Leather brigandine 20 gp 10 lbs 13 + Dexterity
    modifier Comfortable, flaw (piercing) - - DC 10

    sewing kit Hide armor 10 gp 15 lbs 13 + Dexterity
    modifier (maximum 2) Comfortable, wild - - DC 10

    sewing kit Chain shirt (steel) 50 gp 15 lbs 13 + Dexterity
    modifier (maximum 2) Low-maintenance (expertise die) - - DC 15
     
    smith's tools, access to a forge
    Chain shirt (mithral) 150 gp 8 lbs 13 + Dexterity
    modifier (maximum 2) High-quality, lightweight, low-maintenance (advantage) - - DC 25
     
    smith's tools, access to a forge
    Scale mail (steel) 50 gp 35 lbs 14 + Dexterity
    modifier (maximum 2) Low-maintenance (expertise die) Str 14 Disadvantage DC 15
     
    smith's tools, access to a forge
    Breastplate (bone) 100 gp 10 lbs 14 + Dexterity
    modifier (maximum 2) Flaw - - DC 10

    sewing kit Breastplate or cuirass (bronze) 300 gp 35 lbs 14 + Dexterity
    modifier (maximum 2) Weighty (+1) Str 12 Disadvantage DC 12
     
    smith's tools, access to a forge
    Breastplate or cuirass (steel) 400 gp 20 lbs 14 + Dexterity
    modifier (maximum 2) Low-maintenance (expertise die) Str 11 Disadvantage DC 15
     
    smith's tools, access to a forge
    Breastplate (mithral) 1,200 gp 10 lbs 14 + Dexterity
    modifier (maximum 2) High-quality, lightweight, low-maintenance (advantage) - - DC 25
     
    smith's tools, access to a forge
    Half plate (steel) 750 gp 40 lbs 15 + Dexterity
    modifier (maximum 2) Low-maintenance (expertise die) Str 13 Disadvantage DC 15
     
    smith's tools, access to a forge
    Table: Heavy Armor
    Type Cost Weight AC Material
    Properties Strength
    Requirement Dexterity
    (Stealth) Penalty Repairability Hauberk (steel) 150 gp 20 lbs 16 Low-maintenance (knack die) Str 13 - DC 15

    smith’s tools, access to a forge Splint (steel) 450 gp 30 lbs 17 Low-maintenance (knack die) Str 15 Disadvantage DC 15

    smith’s tools, access to a forge Full plate (steel) 1,500 gp 55 lbs 18 Low-maintenance (knack die) Str 15 Disadvantage DC 15

    smith’s tools, access to a forge Full plate (stone) 4,500 gp 110 lbs 19 Fortified, weighty (+2) Str 17 Disadvantage Not repairable Full plate (mithral) 4,500 gp 28 lbs 18 High-quality, lightweight, low-maintenance (advantage) - - DC 25

    smith’s tools, access to a forge Helms
    Helms fit over your head to protect your skull, though in exchange they limit your vision and hearing. No proficiency is required to wear a helm.
    Helm (12gp, 4lbs). This hard leather or metal covering protects the head but not the face, with the exception of a strip over the nose. While wearing this helm you gain a knack die on saving throws made to resist being stunned or rattled, and your passive Perception score is reduced by 2.
    Visored Helm (25gp, 8 lbs). This helm covers the entirety of the head, including the face; the visor may be moved out of the way of the face as an object interaction, in which case the visored helm functions as a standard helm. While wearing a visored helm you gain a knack die on saving throws made to resist being charmed, stunned, or rattled, and your passive Perception score is reduced by 5. Additionally, whenever you take damage from falling, you reduce that damage by 5.
    Donning, Doffing, Sizing, and Sleeping in Armor
    Armor is typically fitted to its wearer. When you first acquire a set of armor, if it is nonmagical you must make or pay for alterations. Making the alterations yourself requires tool proficiencies as if you were repairing the armor. If the armor is not appropriately sized to you but is of your size category, you must make a DC 12 Constitution saving throw at the end of each day, acquiring a level of fatigue on a failure. You may alter armor that is a size category larger than you are, but you cannot fit into armor that is too small—a Medium human could trim down a morgant's breastplate, but could not resize a wolfcat's full plate to fit their larger form. 
    It is assumed that cloth armor is worn under breastplates and suits of mail. Aside from cloth, leather, and hide, armor is too rigid and uncomfortable for a restful night’s sleep. If you sleep in medium or heavy armor other than hide, you are roughing it, you regain half the usual number of Hit Dice, and if you have any levels of fatigue or strife neither is reduced upon finishing the long rest.
    Donning and Doffing Armor
    The time it takes to don or doff armor depends on the armor’s category.
    Don. This is the time it takes to put on armor. Your Armor Class is only increased by armor that you have fully donned.
    Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.
    Light Armor 1 minute/1 minute Medium Armor 5 minutes/1 minute Heavy Armor 10 minutes/5 minutes Shield 1 action/1 action
  14. jokomaisu

    Rules
    Arrival Table
    1. (or less) Weary to Their Bones
    The journey has taken a heavy toll on the spirits of the band. The paths they have followed have shown them little that is good and have left them feeling tired and without hope. The memories of any good fortune they may have experienced along the way now seem distant and intangible.
    Each member of the company must make a Wisdom saving throw, (DC 12 + Peril Rating of the Journey) to avoid receiving 2 points of strife. If their path has led them through a place touched by Evil (10 on the Events table), the DC increases by an additional 2 points.
    2. Empty Bellies
    Regardless of whether the band has enjoyed fine food throughout the journey, or has subsisted on cold, hard trail rations, their supplies dwindle rapidly during the final leg of their journey and they arrive at their destination feeling the pangs of hunger gnawing relentlessly at them. This hunger will be a distraction to them and everyone in the band gains a level of fatigue and all Supply is destroyed.
    3. Arrival in Poor Spirits
    They are beset by foul moods and short tempers that they must work hard to throw off. Each has disadvantage on all ability checks of social interaction until they succeed on one of these rolls. This penalty will apply to Notoriety checks to Make Demands. If there is a single upside to this dark mood, they are so spoiling for a fight that each member of the band receives advantage on their Initiative rolls until they take a short rest.
    4. An Uncertain Arrival
    The band's arrival is poorly timed or it may be that they are unsure if they have even arrived at the correct destination. They may arrive at a settlement late in the night after the gates have been barred, they may need to work hard to convince a watchman to allow them to enter, or they may have been certain that the bandit encampment that they were planning to scout before attacking it was still several miles away, only to find themselves almost in its midst. The mechanics for this result will vary greatly, depending on the nature of the destination.
    A short but desperate fight may be played out as the band struggles to overcome enemy guards before an alarm is raised. A Wisdom (Survival) check from the Guide to successfully navigate to the correct destination may be needed, with a failed roll resulting in all members of the band receiving a level of fatigue, as they are faced with additional long miles to reach their true destination.
    5. A Long But Worthy Journey
    As the band nears the end of their journey they feel every mile they have walked in the aches and pains that beset their bodies. But the aches are good ones, the legacy of a path well walked to a worthy goal. As they arrive, their fatigue seems to slip away like mist on a summer morning, leaving them feeling refreshed and invigorated. As a result, each member of the band may immediately remove a level of fatigue.
    6. Grimly Determined
    The many miles that the company has traveled have filled them with a sense of clear purpose regarding their goals, difficult though the path ahead may be. As a result, the Guide will receive a +1 bonus to their next Embarkation roll.
    7. Tall Tales and Great Deeds
    The band arrives with the tales of their journey on their lips, their spirits high and their thoughts filled with fine memories. This joyous mood is contagious to all but the most dour of folk they may encounter. Accordingly, each member of the band has advantage on all ability checks of social interaction. This bonus will apply to Notoriety checks to Make Demands. The bonus will remain until they fail at one of these rolls.
    8. (or more) Inspired and filled with Hope
    The Journey has served to reaffirm the band's dedication to their struggles and their bonds with each other. Together they have weathered hardships, faced dangers, and persevered and their faith in themselves and each other seems unshakeable. As a result, each member of the band may remove 2 points of strife and gain Inspiration.
  15. jokomaisu

    Rules
    Augury
    2nd-level (divination; communication, divine, scrying)
    Class(es): Cleric
    Casting Time: 1 Minute
    Range: Self
    Components: V, S, M (divinatory items worth at least 25 gold)
    Duration: Instantaneous
    With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. You will receive one of the following: 
    Fortunate omen (good results) Calamity omen (bad results) Ambivalence omen (both good and bad results) No omen (results that aren’t especially good or bad) This omen does not account for possible circumstances that could change the outcome, such as making additional preparations.
    When you cast this spell again before finishing a long rest, the chance of getting a secret random reading from the above options increases: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.
  16. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    I've been focused on combat - no surprises there.
    We're gearing up to run an encounter to test combat on Owlbear Rodeo.
    Encounter 0-0: The Incident at Warminster Keep
    I think this VTT has everything we'll need for the campaign.
    We'll also test some new combat rules: escalating combat rounds and creatures with the minion trait.
    When this playtest is completed, every player who participated will receive a Boon that they can give their Knave. I haven't mentioned anything about Boons yet, but they are limited special abilities that are given as rewards (to both players and specific Knaves). A Knave can only have one active Boon, but it can be changed during a long rest. I'll be adding more information in a post in the Compendium soon.
    Speaking of Knaves, the campaign just received its first active Knave - Ren Gunther!
    That's all for now 👋
    Until next time...
    For the bounty!
  17. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    The 17 backgrounds have been added to the Compendium 🙌 You will probably notice that Personality, Ideals, and Bonds are missing. Your Drive replaces all of these.
    I'm excited for you all to see the Drives because they are the reason why your character is a knave. The Drive is who your knave is at their core. It also describes the circumstances when your knave receives Inspiration.
    I've started working on Drives. I hope to knock out Drives and Feats before next weekend because I will be busy then (Mother's Day).
    That's all for now 👋
    Until next time...
    For the bounty!
  18. jokomaisu

    Rules
    Bane
    1st-level (enchantment; affliction)
    Class(es): Bard, cleric
    Casting Time: 1 Action
    Range: Short (30 feet)
    Target: Up to three creatures
    Components: V, S, M (a small straw dolly)
    Duration: Concentration (1 minute)
    Saving Throw: Charisma negates
    The senses of the targets are filled with phantom energies that make them more vulnerable and less capable. Until the spell ends, a d4 is subtracted from attack rolls and saving throws made by a target.
    Cast at Higher Levels. You target an additional creature for each slot level above 1st.
  19. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    Once again! It's time for your weekly sneak peek at the campaign progress!
    I'll keep it short and sweet.
    The two barbarian-based, fighter-based, and monk-based classes are in the Compendium!
    What do I plan to do next?
    A little R&R. That's short for Rangers & Rogues 😁
    Until next week...
    For the bounty!
  20. jokomaisu

    List
    Bard 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. Circular Breathing Transmutation Air, Enhancement, Water Breathe and sing underwater, and regulate your breath to avoid harmful gases. Convenient Retrieval Conjuration Arcane, Utility Instantly retrieve an item from a container. Dancing Lights Evocation Arcane, Utility Create up to four floating, magical lights. Finger of Fate Divination Chaos Help or hinder a creature attempting to succeed. Friends Enchantment Arcane,  Gain a knack die on a Charisma check. Light Evocation Arcane, Utility Enchant one object to emit light. Mending Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Message Transmutation Arcane, Communication Send short messages to other creatures. Minor Illusion Illusion Arcane, Chaos Create a small, limited illusion. Prestidigitation Transmutation Arcane, Utility Perform various minor magical tricks. True Strike Divination Arcane, Attack, Enhancement Gain advantage on attacks against a single creature. Vicious Mockery Enchantment Arcane, Attack, Psychic Make an insult that delivers psychic damage and gives disadvantage on a creature’s next attack roll.  
    1st Level
    Name Ritual Classical
    Spell School Spells Schools Summary Air Wave   Conjuration Air, Weaponry Cut through the air with a melee weapon to damage a creature within 30 feet. Animal Friendship   Enchantment Beasts, Compulsion, Nature Befriend an animal. Arcane Riposte   Evocation Arcane, Attack Respond to a melee attack with a damaging blast of elemental magic. Bane   Enchantment Affliction Cause enemies to be distracted from their attacks. Beautify Creature   Transmutation Arcane, Divine, Enhancement, Utility Grant the target a knack die to Persuasion and Performance by beautifully grooming it. Charm Person   Enchantment Arcane, Compulsion Force a humanoid to view you as a trusted friend for a short time. Chef's Plate   Divination Arcane, Divine, Protection, Utility Learn how to prepare targeted food or drink. Comprehend Languages X Divination Communication, Knowledge Use magic to better interpret languages you do not understand. Cure Wounds   Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Detect Magic X Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras. Disguise Self   Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid. Dramatic Sting   Enchantment Fear, Psychic, Sound Frighten a creature by echoing its movements with ominous music and terrifying sound effects. Dreadful Tale   Enchantment Attack, Psychic, Sound Rattle a creature by telling it a shocking and disturbing tale. Extravagant Skin   Transmutation Arcane, Protection, Shapechanging Gain three magical effects from the essence of Extravaganza. Faerie Fire   Evocation Arcane, Utility Highlight creatures with magical radiance. Feather Fall   Transmutation Arcane, Protection Reduce or eliminate damage from falling. Harmonic Resonance   Abjuration Enhancement, Sound Harmonize with the rhythm of those around you to better help allies. Healing Word   Evocation Divine, Healing Restore a small number of hit points to a creature at range with only a word. Heroism   Enchantment Enhancement Imbue a creature with bravery and vigor. Hideous Laughter   Enchantment Affliction, Arcane, Compulsion Cripple a creature with humor. Housekeeping X Transmutation Arcane, Utility Clean a 10-foot square area of foreign substances. Identify X Divination Arcane, Knowledge Divine the nature of an enchanted item. Illusory Script   Illusion Arcane, Communication Hide a message with illusion. Illusory Tribute   Illusion Arcane, Utility Temporarily turn copper coins into gold coins. Phantasmal Talons   Enchantment Psychic, Unarmed Sprout invisible talons of pure will from your fingers. Silent Image   Illusion Arcane, Senses Create an illusion that can move but has no other sensory details. Sleep   Enchantment Arcane, Compulsion Cause enemies to fall into a magical slumber. Speak with Animals X Divination Beasts, Communication, Nature, Utility Gain the ability to talk with animals. Thunderwave   Evocation Arcane, Nature, Thunder Unleash a wave of thunderous force that damages creatures and pushes them back. Traveler's Ward   Abjuration Protection, Sound Protect a creature from pickpockets. Unseen Servant X Conjuration Arcane, Summoning, Utility Use an invisible, mindless, shapeless force to perform simple tasks.  
  21. jokomaisu

    Rules
    Basic Combat Maneuvers
    Melee combat is not always an exchange of weapon attacks—sometimes you are trying to subdue, not kill. Other times, you may want to do something else other than damage your target in order to gain an upper hand. Several other basic combat maneuvers are presented below. These can be used to help adjudicate other improvised actions, following a similar structure and using similarly weighted effects.
    A basic combat maneuver sometimes forces a target to make a saving throw to resist its effects. The saving throw DC is calculated as follows: 
    Basic Combat Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
    Basic combat maneuvers are nonmagical. All creatures can use basic combat maneuvers.
    Basic Melee Damage
    When you successfully use a basic combat maneuver you also deal basic melee damage. This is equal to 1 + your Strength modifier.
    You cannot use a basic combat maneuver to activate any features that deal additional damage (such as Sneak Attack or Divine Smite) unless the feature specifically states otherwise.
    Any creature with a Challenge Rating of 0 cannot deal basic melee damage.
    Disarm
    You can use the Disarm maneuver to attempt to knock an item or weapon from a creature’s hand. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
    The target must be within your reach and be holding an item (either carried or wielded). The target makes a Strength saving throw against your basic combat maneuver DC. On a failure, you deal basic melee damage and the target drops the item in its space. The target has advantage if it is larger than you or holding the item with two or more hands, or if the target is smaller than you it has disadvantage.
    Grab On
    While you cannot grapple a creature two or more size categories larger than you, you can grab onto it. By jumping onto its back or climbing up a limb, you can make a Strength or Dexterity saving throw against the creature’s basic combat maneuver DC to cling to or balance upon its body. On a success, you move into the creature’s space and can move upon its body as if it is difficult terrain.
    While grabbing onto a larger creature, you gain advantage on attack rolls against it. The larger creature may be able to attack you as normal, depending on its limbs or attacks. It can also use an action to dislodge you, such as shaking you loose or bashing you against a wall, forcing you to make a Strength or Dexterity saving throw against its basic combat maneuver DC or fall prone into the nearest space adjacent to the creature, taking its basic melee damage in the process.
    If the creature chooses to roll over in order to dislodge you, it becomes prone, but you have disadvantage on the check to hang on.
    Grapple
    You can use the Grapple maneuver to grab or wrestle a creature. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
    You must have at least one free hand to attempt a grapple, your target must be within your reach, and the target must be no more than one size category larger than you. The target makes a Strength saving throw against your basic combat maneuver DC. On a failure, you deal basic melee damage and the target becomes grappled (see Conditions). In addition to things that end the condition, you can release the target at any time (no action required).
    Escaping a Grapple. While grappled, a creature can use its action to attempt to escape. It must succeed on a Strength or Dexterity saving throw against your basic combat maneuver DC. 
    Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you. When you do so, your Speed is halved, unless the creature’s weight is within your carrying capacity and you are not encumbered by bulky items.
    Freeing a Grappled Creature. You can use the Grapple maneuver to try to free another grappled or restrained creature. The creature grappling or restraining the target makes a Strength saving throw against your basic maneuver DC. If it fails the saving throw, the grappled or restrained creature is freed. Additionally, you may move the freed creature 5 feet in any direction.
    Knockdown
    You can use the Knockdown maneuver to trip or push a creature down. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
    The target must be within your reach and be no more than one size category larger than you. The target makes a Strength saving throw against your basic combat maneuver DC. On a failure, you deal basic melee damage and knock the target prone.
    Overrun
    You can use an action or bonus action to make an Overrun maneuver to move through a hostile creature’s space by forcing your way past. Make a Strength saving throw against the target’s basic combat maneuver DC. On a success, you deal basic melee damage and can move through the hostile creature’s space once this turn. The creature can choose to just let you pass instead of rolling. You have advantage if you are larger than the target, or disadvantage if you are smaller. If you are two or more sizes smaller than the target, you can move through the hostile creature’s space without making a save. You still provoke opportunity attacks if you move beyond a creature’s reach.
    Shove
    You can use the Shove maneuver to push a creature away. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
    The target must be within your reach and be no more than one size category larger than you. The target makes a Strength saving throw against your basic combat maneuver DC. On a failure, you deal basic melee damage and push the target a number of feet away from you equal to 5 + 5 for every 5 points it failed its saving throw by. You can move the creature in any direction away from you (to the side, forward, or diagonally away).
    A creature that is shoved off of a precipice is propelled off of whatever it is standing on—it does not receive any saving throw or ability check to grab onto something to avoid falling down below.
  22. jokomaisu

    Rules
    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, at the creature’s option, it may also be festooned with ribbons, be perfumed, and have makeup, face paint, or body paint applied. If the creature desires, its hair, beard, fur, and/or feathers can be styled or cut by this spell. This spell can only provide the most basic of accessories, such as ribbons, simple hair pins, and the like, which disappear in 8 hours.
    The creature gains a knack die on all non-combat related Charisma (Persuasion) and Charisma (Performance) checks for the next 8 hours. The Narrator may declare this effect ends early if the creature is in a grueling fight, caught in severe weather, or endures any other that may compromise the grooming.
    A truly unwilling creature can resist the spell, but few do; the experience is very pleasant and tailored to the target’s wishes and aesthetics, not the caster’s.
  23. jokomaisu

    Rules
    Benandante
    Long before saints, supersticians, and miraculists began to roam the Kingdom’s countryside, people were protected from hags, devils, monsters, and phantasms by the benandante, who still fulfill this role, despite the considerable competition.
    These good forest sorcerers straddle the boundary between the spiritual, human, and wild realms. Benandante (Good Walkers) often adore the Ternal Father, but along with this figure of the Creed they usually worship old pagan gods now in decline, such as the much darker and more earthly Three Mothers.
    Benandante are generally committed to defending the rhythms of nature and of the seasons, and the quiet and contented lives of peasants and rural life forms against all ailments, threats, and evils that might befall them.
    The most famous benandante live near the Crown Mountains, between Quinotaria and Vortigana, but they can also be found in the most isolated and inaccessible central regions of the peninsula, and in Zagara and Tasinnanta. Sometimes they act alone, or in pairs formed by teacher and pupil; other times they join up in veritable congregations, such as the Outlanders of Zagara.
    Circle of the Dance Macabre
    One of the benandantes' peculiarities is their ability to fight and handle the spirits of the dead in all their forms, from the shadows of wretches lying unburied at crossroads, to the more powerful Confined and Chitinominius, through to the Wild Host, their most bitter foes, who sometimes appear in the Mala Tempora period and drag all wayfarers to Inferno: the Circle of the Dance Macabre represents this controlling power. Like other nature orders of the northern forests of Occasia, benandante can shapeshift into wild animals, favoring wolves, hawks, eagles, and bears.
     
    The Benandante Table
    Level Proficiency
    Bonus
    Features Wild
    Shapes
    Known 1 +2 Druidic Training, Secrets of Nature, Secrets of Terrain, Spellcasting
    - 2 +2 Circle Spells, Glimpse Beyond the Veil, Nature's Bond, Wild Shape
    3 3 +2 Natural Demeanor
    3 4 +2 Ability Score Improvement, Wild Shape Improvement
    4 5 +3 Secrets of Beasts
    4 6 +3 Dance Macabre Guardian
    5 Class Features
    As a benandante, you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per benandante level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per benandante level after 1st
    Proficiencies
    Armor: Light armor, medium armor, shields (you are never proficient with metal armors or shields)
    Weapons: Blowguns, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, scythes, sickles, slings, spears
    Tools: Herbalism kit
    Saving Throws: Strength, Wisdom
    Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Perception, Religion, and Survival
    Equipment
    You begin the game with 115 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Druidic Training
    All benandante are taught to commune with nature, to become a conduit for natural power, and to maintain the secrets of their circle. You gain proficiency with Nature, and you learn the druidcraft cantrip (this does not count against your total cantrips known). 
    You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
    Secrets of Nature
    Due to your druidic training and study of nature, you choose one of the following:
    Herbal Apothecary
    Forests are filled with natural medicines ripe for the picking. You gain a knack die on checks made using an herbalism kit and checks made to locate herbal ingredients. In addition, whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many medicinals or rare herbs.
    Master Forager
    No matter the brush you always know how to harvest nature’s bounty. You have advantage on checks made to locate or harvest edible flora in the wild and gain twice as much Supply as normal when doing so.
    Secrets of Terrain
    Due to your druidic training and exploration of terrain, you choose one of the following:
    Marshland Guide
    Bogs and swamps are unpleasant to most but are filled with natural beauty to you. Moving through swamps, bogs, or muddy difficult terrain costs you no extra movement and you cannot become naturally lost while traveling through marshlands. In addition, you ignore the effects of roughing it imposed by resting in wet or swampy environments.
    Mountain Climber
    You gain a climbing speed equal to your Speed. You gain a knack die on any Athletics checks made while climbing and you are also acclimated to high altitudes, including elevations above 20,000 feet. In addition, you ignore the effects of roughing it imposed by resting in rocky or uneven terrain.
    Spellcasting
    Drawing on the power of nature itself, you can cast spells to shape nature’s essence to your will.
    Table: Benandante Spellcasting
    Level Cantrips
    Known 1st 2nd 3rd 1st 2 2 - - 2nd 2 3 - - 3rd 2 4 2 - 4th 3 4 3 - 5th 3 4 3 2 6th 3 4 3 3 Cantrips
    You know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Benandante Spellcasting table.
    Preparing and Casting Spells
    The Benandante Spellcasting table shows how many spell slots you have to cast your druid spells. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your benandante level (minimum of one spell). The spells must be of a level for which you have spell slots.
    Casting spells doesn’t remove them from your list of prepared spells.
    You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.
    Spellcasting Ability
    Wisdom is your spellcasting ability for your druid spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier
    Ritual Casting
    You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
    Spellcasting Focus
    You can use a nature focus as a spellcasting focus for your druid spells.
    Level 2
    Circle Spells
    Thanks to your connection with the realm of the dead, you are able to cast some particular spells. You gain the sacred flame cantrip and access the spells of the Circle of the Dance Macabre.
    Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
    Circle of the Dance Macabre Spells
    Level Circle Spells 2nd heroism, protection against good and evil 3rd lesser restoration, spiritual weapon 5th remove curse, spirit guardians Glimpse Beyond the Veil
    You become able to see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You also sense the presence of any undead creatures within 60 feet of you.
    Nature's Bond
    Nature provides you with the ability to summon its minor spirits. As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
    The familiar you summon is a fey instead of a beast, and it disappears after a number of hours equal to half your benandante level.
    Wild Shape
    You know 3 wild shapes of your choice for creatures of CR 1/2 or less that have the beast or plant type. You learn additional wild shapes of your choice at higher levels, as shown in the Wild Shapes Known column of the Benandante table.
    Whenever you gain a level in this class, you can replace one of the wild shapes you know with a new one.
    As an action, you can magically assume one of your known wild shapes. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
    Whenever you use your Wild Shape feature to transform into a creature, you gain a number of temporary hit points equal to 1d4 × the creature’s CR (minimum 1d4).
    You can stay in a wild shape for a number of hours equal to your benandante level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
    While you are transformed, the following rules apply:
    Your game statistics are replaced by the statistics of the creature, except you retain your hit points and Hit Dice, personality, the ability to speak and understand any languages you know, and your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has a higher bonus to a skill or saving throw, you may use the creature’s bonus instead.
    You gain all of the wild shape’s senses, movement speeds, resistances, immunities, vulnerabilities, traits, actions, and attacks. If you take a Multiattack action of a creature, you cannot make any further attacks that turn, even if another feature would normally allow you to do so.
    While in a wild shape your Armor Class equals 12 + ¼ your benandante level (rounded down). If your wild shape would have a higher AC, you may use that instead.
    While in a wild shape you may only cast spells with a range of Self or Touch. You can perform the verbal and somatic components of such spells while in a wild shape and your wild shape itself acts as your spellcasting focus. Transforming doesn’t break your concentration on a spell you’ve already cast, nor does it prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
    You still retain the benefit of any features from your class or background and can use them if your wild shape is physically capable of doing so. However, you can’t utilize any features gained from your race while in a wild shape.
    Any equipment you are wearing or wielding merges into your new form. Equipment that merges with your form has no effect until you leave the form.
    Level 3
    Natural Demeanor
    Your connection to the natural world comes forth and becomes omnipresent. Choose one of the following:
    A Way With Animals
    Beasts understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and monsters, including whatever they have perceived within the past day. You might be able to persuade a beast to perform a small favor for you. In addition, you gain a knack die on Animal Handling checks.
    Scholar of the Old Ways
    Your circle taught the old magic at the root of all things, granting you eldritch insights beyond mundane arcane studies.
    You gain proficiency with Arcana. In addition, you may always choose to use Wisdom when making Arcana checks.
    Level 4
    Ability Score Increase
    You can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.
    Wild Shape Improvement
    The wild shapes you know can now be for creatures of CR 1 or less that have the beast or plant type.
    Level 5
    Secrets of Beasts
    Due to your druidic training and connection to beasts, you choose one of the following:
    Aerial Surveyor
    You are at home soaring at dizzying heights and peering toward the horizon. You can familiarize yourself with a 5-mile radius area around you by spending a minute studying your surroundings while flying or at great heights. Once you familiarize yourself with an area in this way, you gain a knack die on any Perception or Survival checks you make while outdoors in that area for the next 24 hours, and you cannot familiarize yourself with another area until you finish a long rest.
    Cavern Skulker
    You’ve grown accustomed to the echoing solitude of vast caverns. You always know the actual direction of any sound you hear regardless of any echoes. In addition, while you are in complete darkness and not deafened you gain blindsight out to a range of 15 feet.
    Level 6
    Dance Macabre Guardians
    Undead creatures sense your connection to the spirit world and become hesitant to attack you. When an undead creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
    The creature is aware of this effect before it makes its attack against you.
  24. jokomaisu

    Rules
    Blazoned
    “I am Lady Arginna Monteschi Faviori, daughter of the Duke of Fakeep and Phonydale, first heir to the lands of Talltaleburg and Fictionaria! Don’t you recognize me? Here is my certificate, you peasant!”
    A blazoned is usually a noble from an unknown family without political influence, or maybe the thirdborn of a renowned house, devoid of true titles and lands, or the firstborn of a famous house that fell from grace a couple of decades ago, to be generous.
    A blazoned may vaunt an ancient and worthy lineage, but they are still a nobody until they manage to sell themselves properly to the rest of the people. Their titles are still used as leverage that might provide them with true and practical benefits. In short, a blazoned is a living scam, smoke in the eyes of mankind.
    Skill Proficiencies: Deception, Intimidate
    Languages: Draconian, Macaronic
    Equipment: A questionable certificate of nobility, a rusty noble seal, an expired pass permit, a patched noble outfit, a purse with 25 sp.
    Feature: High and Mighty Voice
    A blazoned is a seasoned swindler who can obtain any certificate and grant they like. You can add your notoriety bonus to your Charisma (Deception) checks.
    Suggested Characteristics
    A flood of pretentious words, sometimes just for the sake of using them, or to confound those around you. Not just mere jibber-jabber, but a high and noble exercise in style: This is the mantle a Blazoned takes on themselves. A silver tongue is therefore a paramount skill to a blazoned, as little or nothing remains of their original house: a name, an emblem, and a lot of vague words.
  25. jokomaisu

    Rules
    Bless
    1st-level (enchantment; divine, enhancement)
    Class(es): Cleric, paladin
    Casting Time: 1 Action
    Range: Short (30 feet)
    Target: Up to three creatures
    Components: V, S, M (sprinkle of holy water)
    Duration: Concentration (1 minute)
    The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target.
    Cast at Higher Levels. You target one additional creature for each slot level above 1st.
×
×
  • Create New...