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jokomaisu

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  1. jokomaisu

    List
    [Brancalonian Knaves] Races of Brancalonia
      Common Uncommon Rare Exotic     Human       Gifted Morgant Sylvan   Malebranche Marionette Pantegan Wolfcat Arcimboldo Nonexistent Paraghoul     Backgrounds of Brancalonia
    Ambulant | Blazoned | Brawler | Crosser | Dispatch Rider | Enamored | Finagler | Fugitive | Herbalist | Impresario | Inspirited | Lucignolo | Prelate | Relic Hunter | Rover | Slacker | Tough
    Character Details
    Languages
    Classes of Brancalonia
    Benandante | Bravo | Brigand | Exorcist | Friar | Gadgeteer | Gallant Knight | Guappo | Guiscard | Harlequin | Heresiarch | Jinx | Knight-Errant | Matador | Miraculist | Mountaineer | Pagan | Rat Catcher | Superstician | Svanzic Guard | Swordfighter | Talismancer
    Brancalonian Feats
    Ancient Culinary Art | Apothecary | Bounceback | Exceedingly Gifted | Forced March | Forest Companion | Jibber-Jabber | Knave's Pedigree | Magicance | Malebolge Nostalgia | Natural Born Assault Trooper | One Foot in the Grave | Patch Up | Pantagruel's Heritage | Peasant Soul | Rat's Cunning | Resistant Nonexistent | Seasoned Wood | Shieldance | Shoplifting | Stars and Stables Child | Throwance | Vetern Deserter | Viperwolf Blood
    Knaves Emeritus
    Absolute Emeriticence | Band Together | Beefy | Blessed Luck | Empower Extravaganza | Favored Weapon | Gift of Feat | Improved Extrazaganza | Improved Recovery | Indomitable | Professional Brawler | Sharpening
    [Knaves and Kingdom Justice] Bounty Brothers, Mavericks, and the Infamous
      Companies
    The Den | Grandluxuries | Favors
    Bounties
    Misdeeds | Notoriety | Bounty Hunters | Royal Bounty
      [Adventuring] Resting
    Knave's Rest
    Job Phase
    Brawl
    How to Brawl | General Moves | Magic Moves | Class Brawl Features | Ace in the Hole
    Journeys
    Journey Rules | Embarkation | Journey Events | Arrival Table
    Dive Games
    Barrel Beating | Brancalonian Buffet | Poorman's Carousel | Poppycock
    Prophesies
    Placing Prophesies
    Rollick Phase
    Revelry
    Hiding Out
    [Money & Equipment] Currency
    Money | Trading | Lifestyle Expenses
    Services
    Commissioned Items | Enchanting Gear | Magical Junk Suppliers | Spellcasting Services
    Armor, Shields, and Weapons
    Armor | Shields | Weapons
    Gear
    Concoctions | Containers | Medicinals | Miscellaneous Gear | Mounts | Pets | Poisons | Spellcasting Foci | Survival Gear | Tools | Vehicles
    Materials and Customization
    Materials | Customizing Armaments | Maintenance
    Quality
    Shoddy | Fine and Masterwork | Counterfeit
    [Combat] Turn Order
    Surprise and Sudden Actions
    Initiative
    Environment and World Actions
    Movement and Position
    Actions in Combat
    Making an Attack
    Basic Combat Maneuvers
    Damage and Recovery
    Controlling Summons and Multiple Creatures
    Alternative Turn-based Action Scenarios
    Countdowns
    [Spells] Spell Lists
    Bard | Cleric | Druid | Paladin | Sorcerer | Warlock | Wizard
    New Spells
      A - F
    A
    Acid Splash | Air Wave | Alarm | Altered Strike | Animal Friendship | Arcane Muscles | Arcane Riposte | Augury
    B
    Bane | Beautify Creature | Bless | Burning Hands
    C
    Calculate | Calculated Retribution | Ceremony | Charm Person | Chef's Plate | Chill Touch | Circular Breathing | Color Spray | Command | Comprehend Languages | Convenient Retrieval | Corpse Explosion | Create or Destroy Water | Cure Wounds
    D
    Dancing Lights | Detect Evil and Good | Detect Magic | Detect Poison and Disease | Disguise Self | Divine Favor | Dramatic Sting | Dreadful Tale | Druidcraft
    E
    Earth Barrier | Entangle | Expeditious Retreat | Extravagant Skin
    F
    Faerie Fire | False Life | Feather Fall | Find Familiar | Finger of Fate | Fire Bolt | Floating Disk | Fog Cloud | Force Punch | Friends
    G - L
    G
    Goodberry | Grapevine | Grease | Guidance | Guiding Bolt
    H
    Harmonic Resonance | Healing Word | Heroism | Hex | Hideous Laughter | Housekeeping
    I
    Identify | Identify Weapon | Illusory Script | Illusory Tribute | Incandescent Mark | Inflict Wounds
    J
    Jump
    L
    Light | Longstrider
    M - R
    M
    Mage Armor | Mage Hand | Magic Missile | Mending | Message | Minor Illusion | Misty Step
    P
    Pestilence | Phantasmal Talons | Prestidigitation | Produce Flame | Protection from Evil and Good | Purify Food and Drink
    Q
    Quality Stamp
    R
    Ray of Frost | Resistance
    S - Z
    S
    Sacred Flame | Sanctuary | Searing Equation | Shield | Shield of Faith | Shillelagh | Shocking Grasp | Silent Image | Skeletal Hands | Sleep | Spare the Dying | Speak with Animals
    T
    Thaumaturgy | Thorn Whip | Thunderwave | Traveler's Ward | True Strike
    U
    Unseen Servant
    V
    Vicious Mockery
    W
    Wind Up
  2. jokomaisu

    General Announcements
    Welcome to the It's Always Sunny in Brancalonia campaign!
    Right now it is technically the It's Always Sunny in Brancalonia pre-campaign.
    I'll be using this Blog as a place to provide general announcements, updates about the Game Forum, and (hopefully) a weekly status on what I've been working on and what I still need to do to get this campaign started.
    Take a look around.
    Tell me what you think and ask me about anything!
    Don't have anything to say yet?
    That's fine.
    Just please leave a brief comment here so I know that I set this Blog up correctly and that you found it 👍🏼
    For the bounty!
  3. 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.
  4. jokomaisu

    Rules
    Paraghoul
    There are rumors of every kind about the Paraghouls, and not all of them are edifying. Indeed, almost none is. The most widespread describe them as hidden rulers and strategists of the ghouls and other lesser undead, lords of a remote and infamous underground kingdom known as Yuckesville, proverbially famous as the destination you wish on your rivals and nuisances.
    Actually, a Paraghoul is just someone who somehow managed to cheat death and came back with a semblance of life after their demise. Cunning peasants who tricked Sister Death with a little cantrip in folkloristic tales, swordfighters, harlequins and guappos who offered their services to the Sour Lady to enjoy a few more years out of Hell, talismancers and jinxies who were granted a special favor of this type from their patrons, nobles and dames who asked to gamble their eternal rest in a game of Poppycock with devils and seraphs and won, and other similar swindlers.
    A Paraghoul is dead as a doornail, there is no doubt about this. Still, a Paraghoul is as sentient and as intelligent as they were in life, and they keep more or less the same skills, abilities, and proficiencies, along with their goals, thoughts, ideals, bonds, and alignment. There are Paraghouls of any age, social class, origin, background, sex, gender, and affiliation. Still, the only Paraghouls known so far used to belong to the human race, and this is the variant we are exploring here.
    Fun Nicknames: Dear Departed, Dropped Dead, Carrion, Carcass, Stinky, Accursed, Rottenflesh.
    Typical Names: A Paraghoul usually keeps the first name and family name they had in life, unless they wish to burn all bridges behind them and willingly exile themselves from the world. In that case, they choose a sinister or creepy nickname such as Crozza, Malefix, Barbossa, Stormcrow, and so on.
    How Other Races See Them
    Well, but not too well, actually. With their grim nature and a name that calls back to the foul, ghoulish cannibals that haunt the wildest lands of the Kingdom, their first impression is hardly pleasant. On the other hand, those who get to know them realize that they are just regular guys, with merits and flaws, just like any other people. It should also be noted that a Paraghoul can easily disguise their nature and walk among the living without attracting undue attention.
    Many cunning leaders consider having among their henchmen someone able to deal with Sister Death without flinching and gifted with certain abilities, a gambit that often pays off.
    Paraghoul Traits
    Ability Score Increase. Your Intelligence score increases by 1, and two other ability scores of your choice increase by 1 each.
    Age. A Paraghoul’s age is the age they had when they died. From then on, they age five times more slowly than a human, up to the moment of their final death. Size. Your size is Medium.
    Size. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Creature Type. You are an undead. Despite being undead, paraghouls have a twilight existence halfway between life and death that makes them participate in both these states. They do not need to breathe, but they need to eat and sleep to persist. Rest, magical healing, and the medicine skill have on paraghouls the same benefits they have on living humanoids.
    Still Blood. A Paraghoul’s heart stops at their death. This means that their blood does not flow. You are immune to poison damage and to the poisoned condition. In addition, you are immune to diseases.
    Pull Scams, Not Push Daisies. Paraghouls came back to life simply because they cheated death, one way or another. You gain proficiency with the Deception and Persuasion skills.
    Making Fun of Death. Paraghouls have already cheated Sister Death once, and they are ready to do it again and again. You can add your proficiency bonus to your saving throws against death.
    Stop! He's Already Dead!. During a brawl, you can use a bonus action to pretend to be dead. To do so, you must succeed on a contested Charisma (Deception) check against your enemies’ Wisdom (Insight) check. If you succeed, you cannot be attacked until you take an action. Once you have used this feature, you cannot use it again until the end of the brawl.
  5. jokomaisu

    List
    Cleric Spell List
    Cantrip
    Name Classical
    Spell School Spell Schools Summary Arcane Muscles Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Finger of Fate Divination Chaos Help or hinder a creature attempting to succeed. Guidance Divination Divine, Knowledge A creature you touch gains a knack die on an ability check of its choosing. Light Evocation Arcane, Utility Enchant one object to emit light. Mending Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Pestilence Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. Sacred Flame Evocation Attack, Divine, Radiant Use radiant energy to scorch an enemy. Spare the Dying Necromancy Divine, Healing Stabilize a dying creature with a jolt of healing energy. Thaumaturgy Transmutation Divine, Enhancement Manifest a minor magical effect to display divine power.  
    1st Level
    Name Ritual Classical
    Spell School Spell Schools Summary 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. Bless   Enchantment Divine, Enhancement Bless a number of creatures, improving their attack rolls and saving throws. Calculated Retribution   Abjuration Force, Law, Weaponry Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them. Ceremony X Evocation Divine Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage. Chef's Plate   Divination Arcane, Divine, Protection, Utility Learn how to prepare targeted food or drink. Command   Enchantment Compulsion, Divine Compel a creature to follow a one-word command. Corpse Explosion   Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Create or Destroy Water   Transmutation Divine, Utility, Water Create or destroy up to 10 gallons of water. Cure Wounds   Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Detect Evil and Good   Divination Divine, Senses Sense the presence and nature of otherworldly influences. Detect Magic X Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras. Detect Poison and Disease X Divination Divine, Nature, Senses Sense the presence and identify poisons and diseases. Guiding Bolt   Evocation Attack, Divine, Radiant Attack a creature with a bolt of radiant energy that guides the attack of an ally. Healing Word   Evocation Divine, Healing Restore a small number of hit points to a creature at range with only a word. Identify Weapon   Divination Arcane, Divine, Knowledge, Law, Weaponry Learn what weapon that was used to inflict a wound. Incandescent Mark   Evocation Arcane, Fire, Light Light up a creature and your attacks burn them. Inflict Wounds   Necromancy Attack, Divine, Necrotic Assail a creature with necrotic energy. Protection from Evil and Good   Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Sanctuary   Abjuration Divine, Protection Guard one creature against attacks. Shield of Faith   Abjuration Divine, Protection Bestow holy protection upon a creature. Skeletal Hands   Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Traveler's Ward   Abjuration Protection, Sound Protect a creature from pickpockets. Wind Up   Evocation Enhancement Magically ensure that your next melee attack strikes true.  
    2nd Level
    Name Ritual Classical
    Spell School Spell Schools Summary Augury   Divination Communication, Divine, Scrying Consult fate.  
  6. jokomaisu

    Game Forum Updates
    New Compendium posts: Bard Spell List Cleric Spell List Druid Spell List Paladin Spell List Sorcerer Spell List Warlock Spell List Wizard Spell List Acid Splash Air Wave Alarm Altered Strike Animal Friendship Arcane Muscles Arcane Riposte Bane Beautify Creature Bless Burning Hands Calculate Calculated Retribution Ceremony Charm Person Chef's Plate Chill Touch Circular Breathing Color Spray Command Comprehend Languages Convenient Retrieval Corpse Explosion Create or Destroy Water Cure Wounds Dancing Lights Detect Evil and Good Detect Magic Detect Poison and Disease Disguise Self Divine Favor Dramatic Sting Druidcraft Earth Barrier Entangle Expeditious Retreat Faerie Fire False Life Feather Fall Find Familiar Fire Bolt Floating Disk Fog Cloud Force Punch Friends Goodberry Grapevine Grease Guidance Guiding Bolt Harmonic Resonance Healing Word Heroism Hex Hideous Laughter Housekeeping Identify Identify Weapon Illusory Script Inflict Wounds Jump Light Longstrider Mage Armor Mage Hand Magic Missile Mending Message Minor Illusion Pestilence Phantasmal Talons Prestidigitation Produce Flame Protection from Evil and Good Purify Food and Drink Ray of Frost Resistance Sacred Flame Sanctuary Searing Equation Shield Shield of Faith Shillelagh Shocking Grasp Silent Image Skeletal Hands Sleep Spare the Dying Speak with Animals Thaumaturgy Thunderwave Traveler's Ward True Strike Unseen Servant Vicious Mockery Wind Up
  7. jokomaisu

    Rules
    Gifted
    As a species, the gifted are not distinct from humans; rather, they are individuals of the human race who are either born with a special “gift”, or acquire it during their lifetime under various circumstances, and usually bear a visible mark of their exceptionality.
    Almost as numerous as the gifted themselves, the traditions regarding their birth and the reason for their unique powers, innate or otherwise, include being: descendants of a malebranche or a turquoise; conceived during special planetary conjunctions; seventh children of seventh children; born with a silver spoon in their mouth; born prematurely; blessed by saints; marked by the Quinotaur; swapped in the cradle by elves; born in Mala Tempora (the darkest period of the year), on Mortal Night or during a lightning storm; chosen by the Prophecies; or delivered when their mother sneezed in the vegetable garden: old wives’ tales and legends are rife with children born with special powers. The gifted can be all of this and more.
    Fun Nicknames: whizkids, merlins, zataros, paragnostics.
    Typical Names: generally the same as humans’, though sometimes the gifted take on stage names or are given nicknames based on their physical peculiarities or powers.
    How Other Races See Them
    Because of the insidious and covert powers and more or less visible exceptional traits of the gifted, the first reaction of ordinary people toward them is often one of mistrust, if not outright suspicion: the farmer’s daughter with the fiery-red hair or the blazing-eyed wanderer could be heretics, sorcerers, or jinxes who bring nothing but trouble. Truth be told, in a world full of hogwash, brutes, and freaks, gifted who mind their own business are the lesser evil for commoners. In fact, a well-meaning individual with some special magical talent is often seen as a potential blessing.
    Gifted Traits
    Ability Score Increase. Two different ability scores of your choice increase by 1. You may have more or less evident physical peculiarities of your choice related to this trait.
    Age. The life expectancy of a gifted is identical to that of a human, but sometimes the gift you receive consumes your life energies much earlier or preserves them much longer.
    Size. Gifted are the same size and build as humans. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Magical Influence. You choose a school of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.  You learn a cantrip and a 1st level spell from the chosen school. You can cast those spells at their lower level once with this trait and regain the ability to do so when you finish a long rest. You can choose Charisma or Wisdom as your spellcasting ability for these spells.
    Magical Resonance. At the end of a short rest, you can choose to regain a 1st level spell slot or one more use of your Magical Influence cantrip or 1st level spell.
    Magical Adaptation. For brawls, you can choose your moves from the magic moves list as well as the general moves list.
  8. jokomaisu

    Rules
    Pantegan
    Pantegans, aka “murine people”, are small rat-men of magical or paradoxical origin. They have thick hair on various parts of their bodies, prominent ears and teeth, sharp faces, very thin hands, long, tapering feet, and a characteristic hairless tail. Little is known about the pantegans’ origins, but scholars interested in the matter (mainly members of this same population) recall that a kingdom of mice appears in very remote chronicles of the Archaic Age. Those stories also mention the brave ruler Psycharpax and his warriors, so these beings are reported to have been roaming the shores of the Middle Sea since the dawn of history.
    Today, pantegans live on the edge of different fiefdoms and cities, trying to integrate as best they can or merely making the most of their proximity with the wealthier and better-organized human race. Their activities and attitudes are as varied as those of any other people; however, owing to their physiognomy, they are particularly good at engineering, goldsmithing, and precision craftsmanship, highly skilled in counterfeiting all sorts of objects and documents, and adroit in the exploration of places underground.
    Fun Nicknames: Moaners, Otters, Scabs, Rats, Thingies, Vermin, Rodents, Pests, Ratas, Dog-rats.
    Male Names: Acacio, Angelino, Ammicchio, Anatolio, Basilio, Bebio, Bernardo, Bianco, Casconio, Cico, Durmio, Furbigno, Geronimo, Gigio, Lollio, Marciano, Michelino, Mineco, Nicarco, Paconio, Ragunio, Roderico, Scheggia, Scrocchio, Teo, Torquato, Trappolo.
    Female Names: Feminine versions of the same.
    Surnames and Other Names: Pantegans’ surnames are taken from the food they most like to eat, for example: Hazelnut, and various kinds of cheeses: Caciotta, Grana, Stracchino; as a result, they often sire huge families with completely mixed surnames.
    How Other Races See Them
    Their distinctive appearance, natural immunity to disease (despite being healthy carriers of some), ability to feed on fare inedible for other races, and philosophy that “the true hero is the one who survives to fight another day” are all qualities that Kingdom inhabitants publicly criticize, while barely managing to conceal their envy.
    Another vile rumor about them attaches the Fall of Plutonia to the endless network of tunnels that the pantegans are said to have dug, more or less intentionally, under the capital of the Empire. While Pantegans have always kept quiet on this subject, they remember the Fall as a terrible tragedy for their own people.
    Pantegan Traits
    Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
    Age. Pantegans reach adulthood roughly around age 9 or 10. They rarely live longer than half a century.
    Size. Pantegans average about 3 feet tall and weigh about 45 pounds. Your size is Small.
    Speed. Your base walking speed is 25 feet.
    Darkvision. Thanks to your rat senses, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    Nimble and Snappy. You can move through the space of any creature that is of a size larger than yours. You can also attempt to hide even when you are only obscured by a single creature, as long as they are of at least one size larger than yours.
    Rat Life. You are immune to disease.
    Live Fast. You have proficiency in the Stealth and Perception skills.
    Flee and Survive. You have disadvantage on all saving throws against being frightened.
    Pantemime. When you get hit during a brawl, you can make a scene and pretend that the hit you've taken has knocked you out, discouraging further attacks. When you take a whack, you can use your reaction to pretend to be injured and you cannot be attacked again until the start of your next turn. Once you use this feature, you can't use it again until you finish the current brawl.
  9. jokomaisu

    List
    Warlock Spell List
    Cantrip
    Name Classical
    Spell School Spell Schools Summary Calculate Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. Chill Touch Necromancy Affliction, Arcane, Attack, Necrotic Attack with the chill of the grave, injuring and preventing healing. 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. Mage Hand Conjuration Arcane, Utility Conjure a hand to manipulate small objects. Minor Illusion Illusion Arcane, Chaos Create a small, limited illusion. Pestilence Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. Prestidigitation Transmutation Arcane, Utility Perform various minor magical tricks. True Strike Divination Arcane, Attack, Enhancement Gain advantage on attacks against a single creature.  
    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. Arcane Riposte   Evocation Arcane, Attack Respond to a melee attack with a damaging blast of elemental magic. Calculated Retribution   Abjuration Force, Law, Weaponry Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them. Charm Person   Enchantment Arcane, Compulsion Force a humanoid to view you as a trusted friend for a short time. Comprehend Languages X Divination Communication, Knowledge Use magic to better interpret languages you do not understand. Corpse Explosion   Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Expeditious Retreat   Transmutation Arcane, Movement Move much faster than normal. Extravagant Skin   Transmutation Arcane, Protection, Shapechanging Gain three magical effects from the essence of Extravaganza. Force Punch   Evocation Attack, Force, Unarmed Use a blast of magic to punch a creature. Hex   Enchantment Affliction Lay a mild curse that weakens one ability score. 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. Protection from Evil and Good   Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Searing Equation   Enchantment Affliction, Law, Psychic Whisper an alien equation that injures the minds of creatures and deafens them. Skeletal Hands   Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Unseen Servant X Conjuration Arcane, Summoning, Utility Use an invisible, mindless, shapeless force to perform simple tasks. Wind Up   Evocation Enhancement Magically ensure that your next melee attack strikes true.  
    2nd Level
    Name Ritual Classical
    Spell School Spells Schools Summary Misty Step   Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist.  
  10. jokomaisu

    Rules
    How to Brawl
    Being non-lethal disputes by definition, Brancalonian brawls are regulated by simple rules that replace the typical cycle of combat. A brawl basically works like combat, but introduces significant differences regarding the actions you can take each turn, and how hit points, damage, and movement are calculated.
    Note: During a brawl, you cannot use class abilities (such as Class Spells, Extra Attacks, etc.), but you are allowed to take advantage of passive features (such as Unarmored Defense, Sense of Danger, etc.).
    Movement. On their turn during the brawl, participants can move an unspecified distance: this enables them to move as much or as little as they like within the brawl’s environment. If the movement of your brawler is 0, they cannot move.
    Damage. No hit points are lost in a brawl: beatings, moves, and stage props all deal whacks (see Whacks Levels and Conditions). When using a move or dealing out a beating, if the d20 roll is a 20, the number of whacks dealt is doubled.
    The Kingdom may be savage, but it's certainly not a wild frontier patrolled by sheriffs and overlooking the unknown wilderness; in fact, it's a setting with a cohesive and millennia-old social fabric, where civilization, laws, and justice are well organized. Knaves running around fighting, injuring, robbing, cheating, stealing, or even murdering people, even if dealing with filthy criminals, won't have a smooth or easy road ahead. Even the system behind Bounty and Misdeeds itself is designed to prevent this from happening unless the players decide that their characters are despicable criminals, hunted by every single guard of the Kingdom, and regarded as Infamous ones by the whole Knaves' brotherhood.
    The brawl system is also designed to have a non-violent conflict resolution, tolerated by the law, to resolve small conflicts and petty skirmishes of little consequence. The brawl system and the combat system of the official rules must be considered two parallel but incompatible systems that cannot be combined. If a character draws their weapons during a brawl or uses natural or improvised weapons to cause real damage, even non-lethal ones, the brawl immediately ends, and a standard combat begins; in this case, all participants start the combat from their initial conditions, as if the brawl never happened.
    For similar reasons, it is impossible to use moves and any other brawl option during a standard combat, because the opponents' actual attitude would then be completely different, and the brawl moves would not have a chance.
    Whacks Levels and Conditions
    During a brawl, damage from beatings, moves, and props deal 1 or more whacks. Whacks are measured in 6 levels (see the Whacks table). If an already-whacked creature suffers another whack, its current Level of Whacks increases by the amount specified in the specific effect's description.
    Conditions
    Some moves and hits with epic props inflict additional conditions. Conditions imposed by moves and props follow the normal rules for Conditions. All condition effects last until the end of the affected creature’s next turn.
    Beatings
    Beatings are the regular attacks that each character can make as an action during a brawl. Each player character is proficient in beatings (attack roll: Strength bonus + proficiency bonus). Each time a beating successfully hits, it deals one whack.
    Moves
    Moves can have various effects, some of which provide an attack roll based on a specific ability (indicated in brackets) + the character’s proficiency bonus. Each character is proficient in every move they know. In order to be used, all moves require the expense of a move slot.
    Note: Any character with the Spellcasting or Pact Magic class feature, can choose to learn a magic move instead of a general move each time they gain a new move.
    Move Slot
    Each character has a number of move slots based on their character level, as indicated in the Brawl Features table. The move slots are recovered at the end of the brawl.
    Whacks Table
    Level Description Effect 1 Bruised -1 AC 2 Beaten -1 AC 3 Injured -1 AC 4 Damaged -1 AC 5 Crushed -1 AC 6 Unconscious Knocked Out Stage Props
    You can also inflict beatings by using anything you can get hold of within the environment in which the brawl takes place. All objects that can be wielded during the brawl are called stage props (or props) and are divided into common props and epic props. After use, a stage prop is destroyed, lost, or rendered useless.
    Common Props
    bottles, pots, cutlery, dishes, candelabras, torches, flasks, stools, pokers ...
    Picking up a common prop requires a bonus action. Each character can use a common prop in the following ways:
    To make a beating by adding 1d4 to the attack roll. To make a beating as a bonus action. To increase the Knave’s AC by 2, as a reaction to an opponent's attack. Epic Props
    tables, barrels, decorative suits of armor, chests, trunks, chandeliers, other characters ...
    Grabbing an epic prop requires an action. Each character can use an epic prop in the following ways:
    To make a beating that deals 1 extra whack. To make a beating that additionally inflicts the stunned condition to the target. To make a beating that hits two targets (the attack roll must be made against the highest AC). To increase the Knave’s AC by 5, as a reaction to an opponent's attack. Brawl Features Table
    Level Features Move Slots 1 1 General Move, + 1 Class Brawl Feature 2 2 Heroic Ignorance (you can use an attribute of your choice when you make a beating) 2 3 General Move 3 4 Iron Jaw (you can spend a move slot and use your reaction to remove a condition that affects you) 3 5 General Move 4 6 Ace in the Hole 4
  11. jokomaisu

    Rules
    Detect Poison and Disease
    1st-level (divination; divine, nature, senses) [ritual]
    Class(es): Cleric, druid, paladin
    Casting Time: 1 Action
    Range: Special (30-foot radius)
    Target: Self
    Components: V, S, M (yew leaf)
    Duration: Concentration (10 minutes)
    On the round you cast it, and as an action on subsequent turns, until the spell ends, you can attempt to sense the presence of poisons, poisonous creatures, and disease by making a Perception check. On a success, you identify the type of each poison or disease within range. Typically noticing and identifying a poison or disease is a DC 10 check, but the Narrator may use DC 15 for uncommon afflictions, DC 20 for rare afflictions, or DC 25 for afflictions that are truly unique. On a failed check, this casting of the spell cannot sense that specific poison or disease.
    The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
  12. jokomaisu

    Rules
    Wolfcat
    Probably spawned by Extravaganza, these beings have been roaming the Kingdom since the early centuries of the Thousand Years’ War, as there seem to be no records of their presence earlier, in Empire days. While some believe they came from Frangia or Altomagna, scholars from those lands claim the contrary, so the mystery remains unsolved.
    The size of catpards and linxes, wolfcats are felines that have adopted human-like posture, language, and skills, and are also similar in their clothing, craftwork, arts, and the use of manual tools.
    When undressed and moving on all fours, these beings, from a distance, look like ordinary felines, but when they assume an upright bearing and civilized manner, they are comparable to human beings in every way. Wolfcats are generally known as skilled swordplayers, vagabonds ever ready for new engagements and quests, musicians, and poets.
    Fun Nicknames: Puss in Boots, Catpards, Kittens, PussPuss, Furballs.
    Typical Male Names: Beltrame, Fortunate, Rodilard, Rodomount, Chatterbox, Tabarine.
    Typical Female Names: Alinora, Cleope, Esmeralda, Miralda, Nives, Scaramuccia, Sutica, Zelda.
    Surnames and Other Names: Wolfcats tend to use completely fictitious and high-sounding titles (Captain Matarato, Marquise of Carabas, Prince of Soldania, Knight of the Guardera, etc.), which they give themselves, seemingly unaware that such titles and recognitions should be assigned by sovereigns, or obtained in an official manner.
    How Other Races See Them
    Wolfcats are considered bizarre and magical beings, but are usually much more welcome than pantegans, fairies, and malebranche. Despite their unusual appearance, their innately curious and positive attitude to life and adventure is strongly reminiscent of the braggarts and daredevils so common in the cities and villages of the Kingdom. Famous for their pranks, jokes, boastfulness, and stunts, wolf-cats are also proverbial for their sense of honor, fencing mastery, cunning, and poetic skill.
    Wolfcat Traits
    Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
    Age. Wolfcats reach adulthood around age 10. They more or less live half a century. Size. Wolfcats average about 4 feet tall and weigh about 55 pounds. Your size is Small.
    Speed. Your base walking speed is 30 feet.
    Darkvision. Thanks to feline senses, a wolfcat benefits from superior eyesight in darkness and dim lighting conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
    Scratch. Your hands possess sharp claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
    Leap. You can jump a number of meters equal to your movement and you do not have to make any check in case of landing on difficult terrain.
    Deceitful. You have proficiency in the Deception and Perception skills.
    Waterfear. You have disadvantage on all Strength (Athletics) checks made to swim.
    Cat Burglar. As a bonus action during a brawl, you can steal a common prop wielded by another creature. Once you use this feature, you can't use it again until you finish the brawl.
  13. jokomaisu

    Rules
    Weapons
    Your class grants proficiency with certain weapons, representing the weapons you have been trained to use. Different weapons deal different amounts of damage, have different properties, and can be used to attack from different ranges. Melee weapons are held or thrown, while ranged weapons propel ammunition great distances. When making an attack with a weapon, you add your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus, if applicable. 
    Simple Weapons. All NPC humanoids are proficient with simple weapons, and adventurers are able to wield most of them (if not all). The list of simple melee weapons includes the club, dagger, handaxe, greatclub, mace, quarterstaff, sickle, and spear, and simple ranged weapons include the blowgun, heavy crossbow, light crossbow, and sling.
    Martial Weapons. Martial weapons are more complicated to use and require training to be proficient with. You must be proficient with a weapon to gain your proficiency bonus on attack rolls made with it. Unless noted otherwise, the weapons in this chapter are considered martial weapons.
    Rare Weapons. Unless a trait or feature grants it, you can only gain proficiency with a rare weapon by training during downtime.
    Weapon Attacks
    All creatures are proficient with their natural weapons and unarmed strikes. Unless otherwise noted, an unarmed strike deals bludgeoning damage equal to 1 + Strength modifier. Attacks made with natural weapons and unarmed strikes are considered to be melee weapon attacks, and a thrown weapon is considered to be a ranged weapon attack. Creatures have a reach of 5 feet with their melee weapon attacks, though larger creatures may have greater reach.
    Melee Weapons
    Knaves use a wide variety of weapons in hand-to-hand combat. The table below indicates some of the most common melee weaponry, though different cultures name weapons differently. If you want to use a weapon not listed here, see Customizing Armaments. A melee weapon uses your Strength modifier for attack and damage rolls. Unless otherwise noted, melee weapon attacks have a reach of 5 feet. Creatures larger than Medium size may have greater reach.
    Martial Mattock. The mattock is a glorious peasant tool, widespread and skillfully used by peasants from all over the Kingdom and beyond. Together with the Sword, it constitutes one of the symbols of the Kingdom. The "Martial" version of it is more expensive, and expressly created to alternate the work in the fields with the defense of the granaries against bandits, wolves, and marauders.
    Martial Pitchfork. The pitchfork is a tool used for harvesting hay, straw, manure, and turning over topsoil. Due to the effort often required when using it, it is also colloquially called "pitchpork". The "Martial" version of it is more expensive, and expressly created to alternate the work in the fields with the defense of the granaries against bandits, wolves, and marauders.
    Martial Spade. The perfect complement to the rural combatant, together with the more famous “mattock”. This weapon's prototype appears to be typical of the fighting monks of distant Serindia. They used it mainly against yuckes and self-propelled cadavers, and they may have made brought it to Vortiga along the Evening Route. In addition to its effectiveness as a weapon, it also works well as a spade.
    Schiavona. Sword with an elaborate metal cage guard, great at both thrusting and cutting blows.
    Table: Melee Weapon
    Damage Die Cost Weight Properties Damage Type 1d4         Brass knuckles 4 gp 1/2 lb Dual-wielding, hand-mounted Bludgeoning Club 1 sp 2 lbs Simple Bludgeoning Dagger 2 gp 1 lb Dual-wielding, finesse, simple Piercing Dueling dagger 6 gp 1 lb Dual-wielding, finesse, parrying Piercing Light hammer 2 gp 2 lbs Dual-wielding, thrown (20/60) Bludgeoning Punching dagger 4 gp 1 lb Dual-wielding, hand-mounted Piercing Sickle 1 gp 2 lbs Dual-wielding, simple Slashing Throwing dagger 3 gp 1/2 lb Dual-wielding, finesse, thrown (30/80) Piercing Whip 2 gp 3 lbs Finesse, parrying immunity, reach (15), trip Slashing 1d6         Handaxe 5 gp 2 lbs Breaker (wood), defensive (light), dual-wielding, simple, thrown (20/60) Slashing Javelin 5 sp 2 lbs Thrown (30/120) Piercing Mace 5 gp 4 lbs Defensive (medium), simple Bludgeoning Martial Mattock 2 gp 4 lbs Versatile (1d8) Slashing Quarterstaff 2 sp 4 lbs Parrying, simple, two-handed Bludgeoning Scimitar 20 gp 3 lbs Defensive (light), dual-wielding, finesse Slashing Shortsword 10 gp 2 lbs Defensive (medium), finesse, parrying Slashing Spear 1 gp 3 lbs Defensive (heavy), simple, thrown (20/60), versatile (1d8) Piercing Trident 10 gp 3 lbs Thrown (20/60), versatile (1d8), mounted Piercing 1d8         Bastard sword 35 gp 5 lbs Parrying, versatile (1d10) Slashing Battleaxe 10 gp 6 lbs Breaker (wood), versatile (1d10) Slashing Flail 20 gp 3 lbs Parrying immunity, trip Bludgeoning Greatclub 5 sp 10 lbs Simple, versatile (1d10) Bludgeoning Longsword 20 gp 3 lbs Defensive (medium) Slashing Martial spade 5 gp 4 lbs - Slashing Morningstar 15 gp 4 lbs Defensive (medium) Bludgeoning Rapier 25 gp 2 lbs Defensive (light), finesse Piercing Saber 30 gp 3 lbs Defensive (light), finesse, mounted (1d10) Slashing Schiavona 15 gp 3 lbs - Piercing or slashing Warhammer 15 gp 3 lbs Breaker, versatile (1d10) Bludgeoning Warpick 5 gp 2 lbs Breaker (stone) Piercing 1d10         Glaive 12 gp 5 lbs Reach, two-handed Slashing Halbred 25 gp 7 lbs Heavy, reach, trip, two-handed Piercing or slashing Martial Pitchfork 3 gp 6 lbs Heavy, two-handed Piercing Pike 5 gp 13 lbs Defensive (heavy), heavy, reach (you have disadvantage on targets within 5 feet) Piercing Scythe 1 gp 12 lbs Heavy, parrying, two-handed Slashing 1d12         Greataxe 30 gp 9 lbs Breaker (wood), heavy, two-handed Slashing 2d6         Greatsword 50 gp 7 lbs Heavy, parrying, two-handed Slashing Maul 20 gp 11 lbs Breaker, heavy, two-handed Bludgeoning Ranged Weapons
    Ranged weapons require ammunition to use. If you use a ranged weapon to make a melee attack, it is treated as an improvised weapon. A sling must be loaded to be used in this way. A ranged weapon uses your Dexterity modifier for attack and damage rolls.
    Table: Ranged Weapons
    Damage Die Cost Weight Properties Damage Type 1d4         Blowgun 1 gp 1/2 lb Loading, range (25/100), simple Piercing Dart 5 sp 1/4 lb Range (20/60) Piercing Sling 2 sp - Range (30/120), simple Bludgeoning 1d6         Hand crossbow 60 gp 3 lbs Dual-wielding, loading, range (30/120) Piercing Shortbow 25 gp 2 lbs Range (80/320), two-handed Piercing 1d8         Composite bow 200 gp 2 lbs Compounding, heavy, range (150/600), two-handed Piercing Light crossbow 45 gp 5 lbs Loading, range (80/320), simple, two-handed Piercing Longbow 50 gp 2 lbs Heavy, range (150/600), two-handed Piercing 1d10         Heavy crossbow 100 gp 15 lbs Heavy, loading, range (100/400), simple, two-handed Piercing Miscellaneous Weapons and Accessories
    Some weapons have special properties unique to them.
    Martial Lantern. This very practical object was invented by and is mainly popular among grave robbers and relic hunters to support their explorations. One hand to hold the light, one to dig, one to break in, one to fight: at a certain point, in the tomb raiding business, it became necessary to increase the number of hands or to reduce the number of equipment items. The martial lantern and martial spade were created precisely because of this need.
    A martial lantern provides bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours, consuming 1 flask (1 pint) of oil.
    Matador's Tongue. This long and supple leather whip is used by Penumbrian Matadors to keep the beasts at bay and perform incredible stunts.
    Table: Miscellaneous Weapons and Accessories
    Weapon Cost Weight Properties Damage Special Properties Garotte 3 sp - Two-handed None When wielding a garrotte, you may make a melee weapon attack at disadvantage against a Large or smaller creature that requires air to breathe. On a hit, the creature is grappled and begins to suffocate. Lance 10 gp 6 lbs Defensive (medium), reach Piercing (1d12) You have disadvantage when you use a lance to attack a target within 5 feet of you. If you are not mounted, you must use two hands to wield the lance. Martial lantern 15 gp 4 lbs Versatile (1d8) Bludgeoning (1d6) When you make a melee attack with a fire-lit martial lantern and hit, it deals 1 extra fire damage. Using the lantern to make an attack does not extinguish the flames. Matador's tongue 4 gp 3 lbs Finesse, reach (15) Slashing (1d4) You can use a Matador’s Tongue whip to gain advantage in Strength (Athletics) and Dexterity (Acrobatics) checks. You can also use Wisdom (Animal Handling) instead of Charisma (Intimidation) when trying to intimidate beasts. Net 1 gp 2 lbs Thrown (5/15) None A corporeal Large or smaller creature that cannot move through a space one inch or smaller and who is hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 5 hit points, and is immune to bludgeoning damage. Spear-thrower 10 gp 4 lbs Loaded, range (80/320) Piercing A spear-thrower can be used to increase the effectiveness of a javelin, spear, or trident. A weapon thrown in this manner deals an additional 1d6 damage when the target is within its normal range. Weapon Properties
    All weapons may deal the same basic types of damage, but they also have special properties that make each unique. You can only benefit from properties marked with † if you are proficient with the weapon.
    Breaker. This weapon deals double damage to unattended objects, such as doors and walls. If this property only applies to a specific type of material, such as wood, it is stated in parenthesis after this property.
    Compounding†. You use only your Strength modifier for attack and damage rolls made with this weapon.
    Defensive†. This weapon is designed to be used with a shield of the stated degree or lighter (light, medium, or heavy). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.
    Dual-Wielding†. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting).
    Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon.
    Hand-Mounted†. This weapon is affixed to your hand. You can do simple activities such as climbing a ladder while wielding this weapon, and you have advantage on saving throws made to resist being disarmed. You cannot use a hand that is wielding a hand-mounted weapon to do complex tasks like picking a pocket, using thieves’ tools to bypass a lock, or casting spells with seen components.
    Heavy. This weapon is too large for Small creatures to use effectively. Small creatures have disadvantage on attack rolls with heavy weapons. 
    Loading. This weapon must be loaded before it can be used. You may only make one attack with a loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. 
    Mounted†. This weapon deals the damage listed in parenthesis when you are wielding it while mounted.
    Parrying†. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain a knack die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned.
    Parrying Immunity. Attacks with this weapon ignore the parrying property and Armor Class bonuses from shields.
    Range. This weapon fires ammunition. The range lists two numbers after it, both measured in feet—the first is the weapon’s normal range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range.
    Reach. This weapon can be used to make attacks against targets within 10 feet. If a weapon has a longer reach, it is stated in parentheses after this property.
    Simple. This weapon can be used with very little skill or training, and all creatures gain proficiency with it.
    Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll.
    Trip†. When used with a feature that trips a creature or the Knockdown attack, this weapon increases your DC by 1. If the target is mounted, your DC is instead increased by 2.
    Two-Handed. You must use two hands to wield this weapon.
    Versatile. This weapon may be wielded with one or both hands. If wielded with both hands, it deals the damage listed in parentheses.
    Vicious. A vicious weapon scores a critical hit on a roll of 19 or 20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
    Improvised Weapons
    Sometimes you won’t have your weapons ready at hand. An improvised weapon includes a tankard, a wagon tongue, or a dead (or alive!) creature that you can lift and wield as a weapon. Sometimes an improvised weapon that is similar to a weapon with the simple property may be treated as a simple weapon. For example, the leg of a table might be used as a club. An object that bears no resemblance to a weapon deals 1d4 damage of a type that makes sense. Improvised thrown weapons have a normal range of 20 feet and a maximum range of 60 feet.
    Ammunition
    Ranged weapons require ammunition to fire. Typically that ammunition is made from bone, bronze, iron, steel, or wood; sling pellets are usually stone or metal. However, special ammunition may be available.
    Explosive. An attack made with explosive ammunition cannot benefit from knack dice and can only hit targets within its normal range, but on a hit it deals an extra 1d6 thunder damage. 
    Flaming. This ammunition can be lit as a bonus action. A weapon firing this ammunition can only hit targets within its normal range, but on a hit it deals an extra 1d4 fire damage.
    Punching. On a critical hit, this ammunition decreases an armored target’s Armor Class by 1. This cannot reduce the target’s Armor Class to less than 10 + its Dexterity modifier. 
    Table: Ammunition
    Ammunition Cost Weight Arrows (20) 1 gp 1 lb Blowgun needles (50) 1 gp 1 lb Crossbow bolts (20) 1 gp 1.5 lbs Sling bullets (20) 4 cp 1.5 lbs Explosive arrows (4) 80 gp 1/2 lb Flaming arrows (4) 60 gp 1/2 lb Punching arrows (4) 100 gp 1 lb Rare Melee Weapons
    Most rare melee weapons are secretive, meant to be concealed or utilize a hidden advantage to take foes by surprise. 
    Assassin’s Gauntlet and Boot Dagger. At a glance this item seems to be perfectly typical, but it conceals a spring-loaded blade deployed by pressing a switch when it is used to make an attack. A creature observing it only realizes that the item is a weapon with a DC 15 Investigation check (made with disadvantage if the weapon is being worn at the time and not deployed). Once deployed, a bonus action is required to resheathe the blade. You gain a knack die on your attack roll when you deploy this weapon as part of an attack against a target that is unaware you have it.
    Double Weapon. Wielded not unlike a quarterstaff, each side of this weapon has a blade, weighted head, or other injurious implements. Most double weapons are two-bladed swords or double-axes, but there have been warriors known to wield hooked hammers and specialized in swordspears. Double weapons use the statistics for whichever weapon is used to attack and are considered to have the dual-wielding and parrying properties.
    Flabellum. This war fan can be used as a light shield.
    Mercurial Maul. The liquid metal inside of the shaft and head of this weapon makes it difficult to wield but all the deadlier in expert hands. The minimum result on a damage die rolled with this weapon is a 2.
    Parrying Dagger. This dagger may be used as a light shield.
    Ring Blade. This metal hoop has sharpened edges that make it deadly whether thrown or used in hand. When you throw this weapon, you may make the attack with disadvantage, and on a hit it returns to your hand.
    Table: Rare Melee Weapons
    Damage Die Cost Weight Properties Damage Type 1d4         Assassin's gauntlet 50 gp 8 lbs Finesse, stealthy Piercing Boot dagger 75 gp 4 lbs Finesse, stealthy Piercing Flabellum 5 gp 2 lb Dual-wielding, finesse, flamboyant Piercing Parrying dagger 4 gp 2 lbs Dual-wielding, finesse Piercing 1d6         Ring blade 2 gp 6 lbs Thrown (30/90) Slashing 1d8         Double weapon 150 gp varies Dual-wielding, parrying, two-handed Varies x2 2d4         Spiked chain 35 gp 20 lbs Heavy, parrying immunity, reach (10 ft.), two-handed Bludgeoning and slashing 2d6         Mercurial maul 150 gp 15 lbs Breaker, heavy, two-handed Bludgeoning Rare Ranged Weapons
    Taglia. This weapon can only do 1 damage in melee.
    Geared Slingshot. Constructed much like a crossbow, this shoulder-mounted weapon bears a striking resemblance to a miniature catapult. It is typically used to fire hand-sized rocks but any Tiny object can be used as ammunition instead.
    Ratcheting Crossbow. This crossbow has a large winding wheel affixed to its drawstring which feeds into extra machinery along the stock that catches and pulls the string back again after it is fired. Winding a ratcheting crossbow for a single bolt requires a bonus action or action, and it can be wound to prepare two bolts. Masterwork ratcheting crossbows can be prepared to fire up to four bolts or be constructed smaller (with statistics like a hand crossbow).
    Table: Rare Ranged Weapons
    Damage Die Cost Weight Properties Damage Type 1d4         Taglia 3 sp 1/2 lb Dual-wielding, finesse, thrown (30/80), quickdraw Slashing 1d6         Geared slingshot 110 gp 25 lbs Bulky, heavy, loading, range (60/180), two-handed Bludgeoning 1d12         Ratcheting crossbow 125 gp 20 lbs Heavy, loading, range (150/600), two-handed Piercing  
  14. jokomaisu

    Rules
    Sylvan
    Last specimens of a race of hominids with traits more feral and rustic than those of the common human, sylvans have always lived alongside humans when the latter left the mountains and forests to found cities.
    Compared to common humans, sylvans have much thicker body hair in specific places: on the men’s chest and back, on women’s groin, and on the arms and legs of both; their head is often covered in a thick mane of hair. Their body is more agile and muscular, their features fiercer and their mettle tougher.
    Apart from these characteristics, the difference between humans and sylvans is almost exclusively cultural: traditionally, sylvan tribes and families do not build shelters of brick or stone, nor do they work the land or raise livestock: they are hunter-gatherers and live exclusively in pristine natural environments.
    Their lore is typically oral, and they know as many stories and songs by heart as those read or written in books by humans. Though very different from “civil” culture, theirs is anything but primitive, having a wealth of rituals, beliefs, techniques, and traditions.
    Fun Nicknames: animals, beasts, brutes, savages.
    Typical Male Names: Guriut, Ircus, Irsat, Ospel, Pantogan, Picat, Ravat, Scrat, Selvan, Soran, Sur, Urcat.
    Typical Female Names: Baguta, Bragola, Canenta, Cavatha, Deverra, Fana, Feronia, Ghera, Luperca, Menara, Selena, Uriah.
    Surnames and Assorted Titles: sylvans don’t have actual surnames, but often take on distinguishing nicknames or epithets, such as “Tall Tom”, “Big Bill”, “Wilfred the Wolf”, “Titan Tim”, “Woody Will”.
    How Other Races See Them
    In the days of the Draconian Empire, sylvans were considered primitive, mindless troglodytes, or even human-animal hybrids or werebeasts. For this reason, they were often hunted and taken captive as monsters or circus phenomena. Over the last few centuries, however, tensions between surviving pockets of these people and common humans have eased off. These days, sylvans have integrated with ordinary Kingdom humanity, one way or another: whether as isolated communities, or as families that live in the wilds, or as individuals welcomed in villages or companies, or even as famous characters, these beings are no longer considered “monsters”, primitive beasts, freaks of nature, or myths, but simply people: a little hairy, unfriendly and grumpy, perhaps, but still people.
    Sylvan Traits
    Ability Score Increase. Your Constitution score increases by 2, your Wisdom score increases by 1, and an ability score of your choice different from the previous ones increases by 1.
    Age. The life expectancy of a sylvan is identical to that of a human, although sylvans remaining faithful to their communities' traditional lifestyle have a higher mortality rate and appear to age earlier.
    Size. Sylvans are the same size and build as humans. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Raised in the Forest. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
    Primal Instinct. You have proficiency in the Perception and Survival skills.
    Tough Guy. During a brawl, you ignore the side effects of the first two levels of Whack.
  15. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    The final six classes have been added to the Compendium 🙌 At some point, I'll go over them to make minor tweaks to formatting and to add images, but that's not important at this point.
    My focus next week is Backgrounds, Drives, and Feats.
    You may have noticed that three new races appeared on the Table of Contents. Actually, I've been adding a lot of stuff so you all have an idea of everything on my plate. Everything on the Table of Contents are rules unique to the Brancalonia setting or changes made to the D&D 5E rules (except for spells, which most are identical to the D&D 5E rules, but enough had differences that I just wanted to have them all available here for easy reference).
    That's all for now 👋
    Until next time...
    For the bounty!
  16. jokomaisu

    Rules
    Human
    Humans are by far the largest population in the Kingdom and, for that matter, in the rest of Occasia and the Orb. Along with their more common variants, such as sylvans, gifted, and morgants, humans are also supposedly the only self-aware species in the known world, while the others all have magical and supernatural (or subnatural, unnatural, preternatural, or paranatural) origins. Or so they think, but beings such as pantegans, mandrakes, and wolf-cats totally disagree.
    One way or another, humans represent nine out of ten people you are likely to meet in the Kingdom. They’re the salt of the earth and the cannon fodder of all wars, the village people and mercenaries, those “who harvest cotton, rice, and wheat, and plant spelt all over the plateau”, as a famous Zigane song goes.
    Fun Nicknames: corks (morgants); sleekcheeks (sylvans); dimwits (gifted); kongs (marionettes); chimps (malebranche).
    Typical Male Names: Alboino, Arcimboldo, Attanasio, Azzone, Baldo, Baldracco, Bracco, Braccobaldo, Breccio, Brecciolino, Brocco, Cavalcante, Ciacco, Ciullone, Claudione, Fonzo, Gherardo, Gonnario, Guerrino, Lapo, Mascagno, Orso, Orzocco, Pomponio, Pandolfo, Pantalone, Rozzone, Teofilatto.
    Typical Female Names: Amelia, Arnolfa, Berenice, Buonamica, Capocchia, Ceccarella, Cinquina, Fioraccia, Focaccia, Giselda, Jolanda, Lucetta, Luna, Manesca, Melisenda, Menalda, Menechella, Panettona, Poppona, Rosalba, Rosamanna, Sconsolata, Sventibalda, Tristana, Zibalda, Zimma.
    Surnames and Assorted Titles: name of the father or mother; name of the city of origin; name of the family trade; byname or epithet derived from someone’s characteristic traits.
    How Other Races See Them
    Being the most common race in the Kingdom, humans are seen as touchstones for all other races. Some marionettes and nonexistents go to great lengths to get the turquoises (aka blue fairies) to make them human, just as sylvans, malebranche, and gifted often go out of their way to mix with mankind. On the other hand, many identify humans as “common people” for this very reason: compared to the more whimsical species and natures, they are seen as banal and uninteresting individuals.
    Here, too, the truth lies in the middle: like all other races, humans are as dull or as brilliant as they choose to be.
    Human Traits
    Ability Score Increase. Two different ability scores of your choice increase by 1.
    Skills. You gain proficiency in one skill of your choice.
    Feat. You gain one feat of your choice.
    Age. Humans reach adulthood in their late teens and live less than a century. Generally, much less!
    Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Brawl Versatility. You gain +1 move slot for brawls.
  17. jokomaisu

    Rules
    Malebranche
    Malebranche are literally devils. Former subjects of Lucifuge, they proclaimed the Great Refusal and left Inferno to walk out in the open under the sun and stars again. With the end of their infernal service, they lost many of their previous supernatural powers and most of their inhuman traits, becoming almost-ordinary humans, barely marked by minor beast-like peculiarities and instincts. Even their memories from before they left the underworld and their knowledge of an eternity of damnation are like hazy dreams; the moment of their Great Refusal is a sort of rebirth into the earthly world, where they themselves choose the mortal form in which they will incarnate.
    The first to rebel, centuries ago, was the legendary Diavolmanno, the “Great Human Devil”, who later found work as a circus attraction. Since then, several hundred among the damned have followed his example. The Great Beast looks with hatred upon the “twice-rebels” who turned against him… but let’s face it, the Great Beast tends to look at everyone like that, so who gives a damn?
    Fun Nicknames: jollygoods, goats, hornies, poor devils.
    Typical Names: Draghignazzo, Frosthoar, Uggelimutt, Wildehogge, Rubicante, Slovenlislobbe, Craniumsmasher, Giudittah. They often use nicknames and stage names.
    How Other Races See Them
    Although they have roamed the Kingdom for a while, malebranche are still regarded with great distrust because of their nature, appearance, and origin. After all, they are foreigners, they come from afar, their faces are ugly, and their ways bizarre, they’re often vulgar and foul-mouthed, and have no respect for local customs and beliefs: these are all things that don’t go down well with guards, bigots, and the hoi polloi. The latter do tend to have this reaction, even with people from neighboring villages, so who gives a damn.
    Strangely enough, priests, monks, and the faithful of the Calendar are not hostile toward malebranche, but rather consider them a worthy example of redemption. Their very existence and the fact that they brought about the Great Refusal proves on the one hand that Inferno exists and is a nasty place, and on the other that anyone can give it a wide berth if they follow the Creed and teachings of the Saints.
    Malebranche Traits
    Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2.
    Age. Malebranche "are born" again on earth on the day of their Great Refusal. No matter what appearance they used to have up to that moment, they incarnate in a body with a physiology very similar to humans, albeit they present bestial features, and generally in the form of adults. From that moment on, they age as a human or a gifted.
    Size. Malebranche are about the same size and build as humans. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    Hellbrawl. Trained in the darkest caves of the Malebolge, the malebranche have learned the unholy art of the Hellbrawl that has made them relentless and tireless fighters. You have advantage on all saving throws made during a brawl.
    Infernal Helltraits. Malebranche are different from each other and display particular traits called Helltraits due to their infernal heritage. Your malebranche character has two of the following Infernal Helltraits:
    Hellwings. You have small wings, too small to allow flight, but sufficient to glide. If you are able to use the wings while falling, you take no falling damage. Hellflames. When you use your Hellflames weapon, each creature in a 15-foot cone, or in a 5-foot wide, 30-footlong line, must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level. After you use your Hellflames weapon, you can’t use it again until you complete a short or long rest. Hellfeet. You have sturdy and snappy goat legs with hooves. Your base walking speed increases to 40 feet. Hellvoice. You can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell. Hellclaws. Your hands have grown mighty claws. You have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Hellears. Pointed and feral ears give you incredible hearing, capable of catching even the cries of the most distant damned. You gain proficiency in the Perception skill and you add double your proficiency bonus to any Perception check that requires hearing.
  18. jokomaisu

    Rules
    Bravo
    Bravos are fighters specialized in city life and in operating among commoners, criminals, and guards of all kinds, rather than in the wilderness, on the battlefields, or in dungeons filled with monsters.  A bravo is a fighter who has specialized in the protection of a big fish, in intimidation methods, and in the surveillance of places and people: in short, the perfect hitter, gorilla, and henchman on some rich patron's payroll. Hired swords, bodyguards, hitmen on the edge of the law, or more likely outside of it: this is the kind of gallows notoriety and reputation that accompanies a bravo. Their appearance is extremely variable, but usually does not ignore a wide brimmed hat, scars, dark cape or cloak, a belt bristling with hilts, and worn but well-polished boots.
    Streetfighters, halfway between guards and criminals, the bravos are experts when it comes to fighting in the alleys or the backstreets, often treacherous and always ready to pull dirty tricks and foul play. They are perfect for intimidating an insolvent debtor or some priest unable to "read between the lines" when he's told some things are to be done differently. Their qualities and experience make them as useful in peaceful conditions as armigers, soldiers, and battle masters are in wartime.
    The Bravo Table
    Level Proficiency
    Bonus
    Features 1 +2 Exploit Footing, Nightwatch, Perceptive Stance, Unarmed Fighting
    2 +2 Closed Helm, Iron Will
    3 +2 Bloody Flourish, Disheartening Presence, Street Fighter
    4 +2 Ability Score Improvement, Back to Back, Second Wind
    5 +3 Extra Attack, Clearsight Sentinel, Practiced Roll
    6 +3 Use the Pain, Size Up
    Class Features
    As a Bravo, you gain the following class features.
    Hit Points
    Hit Dice: 1d10 per bravo level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bravo level after 1st
    Proficiencies
    Armor: Light armor, medium armor, heavy armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
    Equipment
    You begin the game with 140 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Exploit Footing
    Deftly surging forward and weaving around your opponent, when their attack fails you quickly move around your foe and force them to stumble.
    When a creature makes a melee weapon attack against you with advantage and misses, or when it has disadvantage and both attack rolls would miss, you can use your reaction to trip it. The creature makes a Dexterity saving throw or is knocked prone. The DC to resist this effect is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Nightwatch
    You are used to sleeping light and making the most of your rest.
    When taking a short rest, add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.
    Perceptive Stance
    Nothing within your sight is of minor significance and you take in your surroundings with great care even as arrows fly and blades clash upon shields.
    You use a bonus action to activate this stance. Your passive Perception score increases by 3. In addition, you gain a knack die on Perception checks. This stance remains active until you are knocked unconscious, stunned, activate a different stance, begin a short rest, or choose to end it on your turn.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Unarmed Fighting
    Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren’t wielding any weapons or a shield, you can strike with both of your hands to deal damage equal to 1d8 + your Strength modifier. If you start your turn grappling a creature, you may deal 1 + your Strength modifier damage to any creature you are grappling.
    Level 2
    Closed Helm
    You have great control over your emotions; your face is an unmoving mask, revealing nothing of what you’re thinking.
    Creatures have disadvantage on Insight checks made against you. In addition, you gain a knack die on saving throws against being charmed or frightened.
    Iron Will
    Withdrawing into your mind, you focus and concentrate to steel your nerves.
    When you make a saving throw to resist being charmed or frightened, you can use your reaction to gain advantage on the saving throw.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 3
    Bloody Flourish
    You’ve integrated your ability to please the crowd into ways to impress and intimidate your enemies.
    You treat any weapon you wield and armor you wear as if it had the Flamboyant property.
    In addition, whenever you score a critical hit with a weapon attack you may make sure your strike is as bloody and gruesome as possible, making an Intimidation check. Each hostile creature within 20 feet of you makes a Wisdom saving throw against a DC equal to the result of your Intimidation check. On a failure, a creature becomes frightened of you until the end of your next turn.
    Disheartening Presence
    You gain proficiency in the Intimidation skill. You can also add your Strength modifier every time you make an Intimidation check.
    Street Fighter
    You learn some low blows that are fueled by special dice, called foul play dice.
    Foul Play Dice. You have four foul play dice, which are d8s. A foul play die is expended when you use it. You regain all of your expended foul play dice when you finish a short rest or long rest.
    Saving Throws. Some of your low-blows require your target to make a saving throw to resist the low blow's effects. The low blow saving throw DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
    Low Blows. You learn three low blows of your choice. Many low blows enhance an attack in some way. You can use only one low blow per attack.
    Counterkick
    When a creature within 5 feet of you attempts to cast a spell, you can use your reaction and expend one foul play die to make an unarmed attack against that creature. If that attack hits, add the foul play die to the attack's damage roll, and the creature must make a Constitution saving throw against your low blow save DC to not lose the spell. On a failure, the creature's spell has no effect.
    Cut-and-run
    When you hit a creature with a melee weapon attack, you can expend one foul play die to attempt to cripple the target and prepare to run away. The affected creature can't make opportunity attacks and its speed is halved for number of rounds equal to the number you roll on your foul play die.
    Human Shield
    When another creature attacks you, you can use your reaction and spend a foul play die to deflect the attack against a friendly creature within range of the attacker’s weapon. You reduce the damage inflicted by the number you roll on your foul play die + your Strength or Dexterity modifier.
    Infamous Attack
    When you hit a creature with a weapon attack, you can expend one foul play die to attempt to push the target into attacking a friendly creature within 5 feet of you. You add the foul play die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against anyone other than the friendly creature you chose until the end of your next turn.
    Sand in the Eyes
    When you hit a creature with a weapon attack, you can expend one foul play die to distract the target. You add the foul play die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failure, the target creature has disadvantage on all attack rolls until the end of your next turn.
    Sudden Head Butt
    When you hit a creature with a melee weapon attack, you can expend one foul play die to hit it with a headbutt. From the beginning of the next round, the target's initiative is reduced by a number equal to the number you roll on your foul play die.
    Level 4
    Ability Score Improvement
    You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
    Back to Back
    You know how to fight while surrounded by foes and can quickly instruct an ally on how to move in concert to survive against an overwhelming number of foes.
    You use a bonus action and choose an ally within 5 feet. Until the start of your next turn, as long as that ally remains within 5 feet of you and is able to take actions, and both of you are unmounted, you and your ally increase your AC by 2.
    In addition, each of you gets an extra reaction that can be used before the start of your next turn.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Second Wind
    You have a limited well of stamina that you can draw on to protect yourself from harm.
    On your turn, you can use a bonus action to regain hit points equal to 1d10 + your bravo level.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 5
    Extra Attack
    You can attack twice, instead of once, whenever you take the Attack action on your turn.
    Clearsight Sentinel
    You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation).
    Practiced Roll
    With a series of low steps and somersaults you expertly maneuver around opponents.
    You use a bonus action to move 20 feet. This movement doesn’t provoke opportunity attacks from creatures you can see.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 6
    Use the Pain
    Seizing on the surge of adrenaline that comes from suffering a severe blow, you lash out with a vengeful strike.
    When a creature makes a critical hit against you using a melee weapon attack, you can use your reaction to make a melee weapon attack against it.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Size Up
    Your combat experience against a wide variety of foes has given you a good eye for evaluating threats.
    You can use a bonus action to determine the CR of a creature you can see within 200 feet, and the highest DC for that creature’s attacks and/or abilities.
  19. jokomaisu

    Rules
    General Moves
    Bouncer. As a reaction, when you’re successfully hit by an attack, you can make an attack roll (Strength or Dexterity) against your opponent. If you hit, the target is stunned.
    Clothesline. As an action, you can make an attack (Strength or Dexterity). If you hit, the move deals 1 whack and the target is knocked prone.
    Diving Drop. As an action, you can make an attack roll (Strength or Constitution). If you hit the target, the move deals 1 whack and the target is stunned. You take 1 whack.
    Drop Them Pants! As a bonus action, you can make an attack (Dexterity or Charisma). If you hit, the target is restrained.
    Feint. As an action, you can make other creatures believe you are unconscious. Until you make an attack, you can’t be targeted by other creatures (you are still subjected to Stray Dangers effects).
    For the Bounty! As an action, every friendly creature in the Brawl gains advantage on their next attack roll related to moves and beatings.
    Slop is Served. As a bonus action, you can make an attack (Dexterity or Wisdom). If you hit, the target is blinded.
    Hammer Slam. As an action, you can make an attack (Strength or Constitution). If you hit, the move deals 1 whack and the target is incapacitated.
    Head-Smasher. As an action, you can make an attack (Strength or Constitution) that hits two different targets. The attack roll must be made against the target with the higher AC. If you hit, the move deals 1 whack to both targets.
    Headbutt. As a reaction, when you’re successfully hit by an attack, you can make an attack roll (Strength or Constitution) against your opponent. If you hit, the move deals 1 whack to the target.
    Under the Table. As an action, you can benefit from three-quarters cover. You have +5 bonus to AC and Dexterity saving throws.
    Tripping. As a bonus action, you can make an attack (Dexterity or Intelligence). If you hit, the target is knocked prone.
  20. jokomaisu

    Rules
    Friar
    Numerous amongst the population, friars and nuns represent another aspect of the Creed’s presence in the daily life of the Kingdom. In particular, among the Kingdom’s many monastic rules – which include the limping, beggar, mendicant, itinerant, praying, preaching, minorite and minorbrained, hermit, barefoot, and chained orders – friars most often encountered in bands and engaged in legal-ish jobs are those of the Brawly Orders.
    Many of these ascetics are simple brothers and sisters who roam the countryside preaching and engaging in merciful tasks. But since “Inferno knows no fury like a good person turned bad”, it is wise not to push one’s luck with these people. Having turned the other cheek but once, their mandate establishes that, in self-defense, these “brawly monks” may use their natural instinct and experience, as well as actual techniques acquired in their monasteries – there are times when the good shepherd must kick the wolf to defend his flock!
    Brawly friars belong to many currents and affiliations. The best-known and most widespread of these is the Order of the Calloused Hand, but their number is considerable and climbing: the Rule of the Travertine Hand, taught in the Monastery of Cefalea; the Order of the Holy Right of Castigate, in Zagara; the Order of Capocollo Monastery in Ausonia; and the Rule of the Feisty Friars of Piccadora are but a few of the most famous congregations.
    Whatever order they belong to, these nuns and friars all practice the Brawly Rule, whose precepts are loudly known to brigands and robbers: “Ora et Thumpora”, “Turn the other palm”, “May your hand know how to be iron-strong and feather-gentle” and so on.
    The Friar Table
    Level Proficiency
    Bonus
    Martial
    Arts
    Features Exertion
    Points 1 +2 1d4 Brutal Defense, Martial Arts
    - 2 +2 1d4 Exertion Focus, Heavy Stance, Religious Training
    2 3 +2 1d4 Hand of Healing, Mind Over Body, Turn the Other Cheek
    3 4 +2 1d4 Ability Score Improvement, Battle Meditation, Power Tumble, Take Weapon
    4 5 +3 1d6 Extra Attack, Warding Dance
    5 6 +3 1d6 The Iron & Feather Hand Technique, Reactive Knockdown, Shockwave, Slow Fall
    6 Class Features
    As a Friar, you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per friar level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per friar level after 1st
    Proficiencies
    Armor: Light
    Weapons: Simple weapons, punching daggers, shortswords, throwing daggers
    Tools: Choose one type of artisan’s tools or one musical instrument
    Saving Throws: Strength, Dexterity
    Skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Religion, and Stealth
    Equipment
    You begin the game with 30 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Brutal Defense
    While you are wearing light armor, you replace your Dexterity modifier with your Strength modifier for AC.
    Martial Arts
    Your trail to perfection gives you mastery of combat styles that use unarmed strikes and friar weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property.
    You gain the following benefits while you are unarmed or wielding only friar weapons and you aren’t wielding a shield:
    You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and friar weapons. You can roll a d4 in place of the normal damage of your unarmed strike or friar weapon. This die changes as you gain friar levels, as shown in the Martial Arts column of the Friar table. When you use the Attack action with an unarmed strike or a friar weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Level 2
    Exertion Focus
    Your training allows you to harness your mental energy into a supernatural state of focus. Your access to this energy is represented by your exertion pool.
    You can spend exertion points to fuel various focus features. You start knowing three such features:
    Flurry of Blows
    Immediately after you take the Attack action on your turn, you can spend 1 exertion to make two unarmed strikes as a bonus action.
    Long Step
    You can spend 1 exertion to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
    Patient Defense
    You can spend 1 exertion to take the Dodge action as a bonus action on your turn.
    Heavy Stance
    You set yourself firmly in place, determined not to move.
    You use a bonus action to activate this stance. You gain a knack die on Athletics checks that use Strength, you gain a knack die on saving throws made to resist the effects of a creature's combat actions, and you ignore the first 10 feet of difficult terrain when you move on your turn. This stance remains active until you are knocked unconscious, stunned, activate a different stance, begin a short rest, or choose to end it on your turn.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Religious Training
    You are proficient with the Religion skill. When you are in contact with a holy relic, religious artifact, or any kind of similar object or structure, you can spend 2 exertion to learn something about it.
    You receive a correct answer from the Game Master for a question about the object that can be answered with a yes or no.
    Level 3
    Hand of Healing
    Your mystical touch can mend wounds.
    As an action, you can spend 1 exertion point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
    When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending an exertion point for the healing.
    Mind Over Body
    You can use a bonus action and spend 2 exertion to gain temporary hit points equal to your martial arts die plus your friar level.
    Turn the Other Cheek
    While you are wearing no armor and not wielding a shield, you replace your Dexterity modifier with your Strength modifier.
    Also, when an opponent hits you with a melee attack, you can spend 1 Ki point to make an unarmed strike using your reaction.
    Level 4
    Ability Score Improvement
    You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
    Battle Meditation
    As an action, you can spend 1 hit die to regain 1d4 exertion.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Power Tumble
    You can always choose to use your Strength modifier for Acrobatics checks.
    Take Weapon
    You snatch your enemy’s weapon and use it against them.
    When a creature misses you with a melee weapon attack against you using a weapon, you can use your reaction to flip it out of the creature’s hands. The creature makes a Dexterity saving throw, and on a failure it drops the weapon and you grab it from mid-air. The DC to resist this effect is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier.
    You can spend 2 exertion points to immediately use the weapon to make a melee weapon attack against the creature.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 5
    Extra Attack
    You can attack twice, instead of once, whenever you take the Attack action on your turn.
    Warding Dance
    When you are fighting unarmed or with one weapon in one hand and nothing in the other, you can use a bonus action and spend 2 exertion to start a warding dance. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage.
    Level 6
    The Iron & Feather Hand Technique
    Whenever you hit a creature with an attack using your Flurry of Blows, you can impose one of the following effects on that target:
    You force that creature to make a Dexterity saving throw. On a failed save, the creature is knocked prone. You force that creature to make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you. If the pushed target hits an obstacle, it takes damage equal to your unarmed strike. If the obstacle is another creature, that creature must make a Strength saving throw or take the same damage. You force that creature to make a Constitution saving throw. On a failed save, until the start of your next turn, that target has disadvantage on any attack roll. The DC to resist these effects is equal to 8 + your proficiency bonus + your Wisdom modifier.
    Reactive Knockdown
    Putting yourself in just the right position as you strike, your unbalancing hit sends a retreating opponent into a reeling stumble and then the ground.
    When a creature within your reach provokes an opportunity attack, you can use your reaction to make a melee weapon attack. On a hit, the creature makes a Strength saving throw or it moves 10 feet in a straight line and is knocked prone. The DC to resist this effect is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Shockwave
    You can use an action and spend 3 exertion to hit the ground so hard it sends a shockwave in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and falls prone on a failed save, or half as much damage on a successful one. The DC to resist this effect is equal to 8 + your proficiency bonus + your Wisdom modifier.
    Slow Fall
    You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your friar level.
  21. jokomaisu

    Rules
    Guappo
    In the variegated and multiform underworld of the Kingdom, the guappo represents the flamboyant, boastful, and pompous rascal, often even charismatic and good-hearted. In common people's eyes, the guappo is more like a street musician, an entertainer, a ladies' man, or a "wrongs' rectifier" than a street Knave. Guappi are skilled in knife duels and enemies of the bullies, the guards, and the most overbearing criminals. In daily life, they serve as popular singers, storytellers, and auctioneers, often settling disputes
    and smoothing out wrongs and quarrels thanks to their charisma and common sense. They show off their lifestyle and often spend most of their income on clothing, personal care, and jewelry.
    Bards of the College of Guappary learn and execute the complete repertoire of the most typical folk songs, ballads and serenades of the Kingdom, performing it alone with their voice and gestures, with the accompaniment of a mandolin or other traditional instruments, or together with small groups of improvised musicians picked up along the way.
    Widespread in all regions of the country, they are often firmly rooted in their neighborhood or village, where they know everything and everyone. They represent an incomparable source of rumors and information for foreign Knaves, but sometimes they decide to break away from their beloved neighborhoods and lifelong friends to devote themselves to a career as an ambulant or join some Band and travel around the Kingdom for a while.
    The Guappo Table
    Level Proficiency
    Bonus
    Features Battle
    Hymns 1 +2 Art Speciality, Bardic Inspiration (d6), Battle Hymn, Spellcasting
    1 2 +2 Jack-of-All-Trades, Varied Expertise (1), Word on the Street
    1 3 +2 College of Guappary, Implied Folksong, Unambiguous Violence
    1 4 +2 Ability Score Improvement, Bardic Legend, Battle Hymn Focus
    2 5 +3 Bardic Inspiration (d8), Font of Inspiration, Webs of Deceit
    2 6 +3 Do Be Cruel, Endless Legends, Townie, Varied Expertise (2)
    2 Class Features
    As a guappo, you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per guappo level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per guappo level after 1st
    Proficiencies
    Armor: Light armor
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Two musical instruments of your choice, or 1 musical instrument and any other tool
    Saving Throws: Dexterity, Charisma
    Skills: Choose any three
    Equipment
    You begin the game with 135 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Art Speciality
    No bard is complete without their instrument. Be it a flute, a lute, or even your own voice, you learn how to make art your greatest weapon for influencing the battlefield. For the purposes of spellcasting, any musical instrument that you have proficiency with counts as a spell focus. Although spells can be cast without these instruments, only targets that are able to perceive your performance can benefit from this feature. Whenever you finish a short or long rest, choose one of the following to be your Art Specialty.
    Percussion (Casabas, Castanets, Drums, Maracas). Any instrument played by being struck or scraped (either by other instruments or against each other) qualifies as a percussion instrument. When using this musical art as a spell focus, you double the ranges of bard spells from the sound school. A sound spell that has a range of touch increases its range to 30 feet.
    String Instruments (Harp, Lute, Lyre, Violin, Dulcimer). String instruments are played by plucking and twanging strings. When using this musical art as a spell focus, whenever you cast a bard spell from the movement or teleportation school you can target an additional creature within 15 feet of you.
    Visual (Calligraphy, Dance, Light Manipulation, Shapes). There are many ways to undertake a visual performance whether through illustration, illusion magic, or legerdemain. When using this art as a spell focus, whenever you cast a bard spell you may choose to make an ally able to see you the point of origin of that spell. You must be able to see any targets of the spell.
    Voice (Humming, Insults, Oration, Singing). When using this musical art as a spell focus, you have advantage on checks made to maintain concentration on a bard spell.
    Wind Instruments (Flute, Horn, Ocarina, Trombone, Bagpipes). Any instrument played by passing air through it qualifies as a wind instrument. When using this musical art as a spell focus, whenever you cast a bard spell you can make a Deception or Performance check. Any observers with a passive Insight score equal to or less than the result of your check do not see or hear you cast the spell. Once you have used this feature three times, you cannot do so again until you finish a long rest.
    Bardic Inspiration (d6)
    You have a preternatural ability to inspire those around you. You can use a bonus action to choose one creature other than yourself within 60 feet of you who can hear or see you. That creature gains one Bardic Inspiration die, a d6.
    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the outcome of the roll is announced. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
    You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain any expended uses when you finish a long rest.
    Battle Hymn
    Like music, battle can be wild and chaotic, and through the sensible use of formula and talent order can be brought with a dedicated change of tune. You learn a battle hymn. It can be expressed in any way you like—a special leitmotif in your music, a change in pitch, or even a more advanced version of your favorite art.
    Once at the start of your turn, you can activate a battle hymn by expending a use of Bardic Inspiration (no action is required). Performing a battle hymn requires your concentration, as though you were casting a spell. Once activated, a battle hymn continues until you lose concentration or the start of your next turn.
    The number of battle hymns you know are listed in the Battle Hymns Known column of the Guappo table. Whenever you gain a guappo level, you may swap one battle hymn you know for a new battle hymn.
    Audience. Unless stated otherwise a battle hymn does not have a target until you choose one, and each targets a single creature within 30 feet. You may choose to target a creature at any point, but after targeting a battle hymn its target cannot be changed.
    Sustained Song. When you have an activated battle hymn but have not chosen a creature to benefit from it yet, at the start of your turn when it would end you can instead choose to sustain the battle hymn until the start of your next turn without expending a use of Bardic Inspiration.
    Table: Battle Hymns
    Guappo Level Battle Hymns 1st - 4th Harmony of Pain. The creature gains a number of temporary hit points equal to your Bardic Inspiration die.
    Overbearing Rhythm. An attacker targeting the creature has disadvantage on its attack roll.
    Song of Clarity. At the start of the creature’s turn, if it is not at 0 hit points the creature may expend and roll one of its hit dice to regain hit points.
    5th - 6th Bastions of Justice. The creature gains a bonus to saving throws equal to your Charisma modifier (minimum +1).
    Call to Arms. The creature can roll one additional weapon damage die on its weapon attacks. If the creature makes weapon attacks on its next turn and misses, you can sustain this battle hymn without expending a use of Bardic Inspiration.
    Placid Tones. The creature gains a knack die on Intelligence, Wisdom, and Charisma checks.
    Spellcasting
    You have developed a talent for creating magic through artistic expression, whether that be a melody made enchanted or a dance that unlocks power from beyond the mortal realms.
    Table: Guappo Spellcasting
    Level Cantrips
    Known Spells
    Known 1st 2nd 3rd 1st 2 4 2 - - 2nd 2 5 3 - - 3rd 2 6 4 2 - 4th 3 7 4 3 - 5th 3 8 4 3 2 6th 3 9 4 3 3 Cantrips
    At 1st level, you know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Guappo Spellcasting table.
    Spell Slots
    The Guappo Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these bard 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.
    Spells Known at 1st-Level and Higher
    You know four 1st-level spells of your choice from the bard spell list.
    The Spells Known column of the Guappo Spellcasting table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.
    Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
    Ritual Casting
    You can cast any bard spell you know as a ritual if it has the ritual tag.
    Spellcasting Ability
    Charisma is your spellcasting ability for your bard spells, as your magic is fueled by how you express your inner self upon the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier 
    Spellcasting Focus
    You can use an arcane focus or Art Speciality as a spellcasting focus for your bard spells.
    Level 2
    Jack-of-all-Trades
    Whenever you make an ability check with a skill or tool you are not proficient with, you add half your proficiency bonus (rounded down).
    Varied Expertise (1)
    Choose one skill or tool you are proficient with. You gain a knack die on checks made using the chosen skill or tool.
    Word on the Street
    You know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others – it is enough that what you know is true.
    At the start of each Job Phase or after a short rest in a haven, you learn of one or two events of importance occurring somewhere in your region of Brancalonia.
    Guappi always know a little bit about everything and you regularly pick up rumors or information based on your appropriate Passive ability checks. Once per Job Phase, for more clarity you can make an active ability check with a +5 bonus to learn more about a person, place, or event.
    Level 3
    College of Guappary
    You gain proficiency in Deception and Intimidation.
    Implied Folksong
    You can compose a piece capable of undermining the confidence and boldness of the listener. When you perform for at least 1 minute, you can instill a sense of doubt and consternation in your audience by singing or reciting a poem.
    At the end of your performance, choose a number of humanoid creatures within 120 feet of you who have watched and heard you, up to a number equal to your Charisma modifier (minimum of one creature). Each target must succeed on a Wisdom saving throw against your spell save DC or be frightened. On a success, the target has no idea that you attempted to frighten them. Once you have used this feature, you can’t use it again until you finish a short or long rest.
    Unambiguous Violence
    You learn how to instill fear and panic when you hit an opponent. When you make an attack, you can expend one of your uses of Bardic Inspiration. If the attack hits, you can roll a Bardic Inspiration die and add psychic damage equal to the number rolled to your damage roll. The damaged target must succeed on a Wisdom saving throw against your spell save DC, or be frightened for a number of rounds equal to the number rolled on the Bardic Inspiration die. A creature can repeat the saving throw at the end of each of its turns. On a success, the effect ends.
    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.
    Bardic Legend
    No one is a true artist until others appreciate their work. Through the course of your career as a bard your talent can attract to your doorstep both the most curious of fans and also the vilest of enemies. 
    You write a bardic tale of your adventures. Your bardic legend takes whatever form you like. When you enter a settlement and spend a day playing or recounting the tale, the reputation of you and your allies starts to grow. In addition to receiving local quests suited to the exploits detailed in your bardic legend, when you rest in a settlement that knows your bardic legend you and your allies regain all spent Hit Dice over the course of a long rest. In addition, you gain a knack die on Notoriety checks made in the settlement.
    Battle Hymn Focus
    As soon as battle commences your mind focuses on inspiring your allies. At the end of another creature’s turn, you can use your reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet.
    In addition, choose one of the following.
    Your battle hymns no longer require concentration. Your battle hymns can affect a number of additional creatures equal to your Charisma modifier (minimum 1). You learn an additional battle hymn that does not count against the number of battle hymns you can know. When choosing this battle hymn, you may also select from one of the following: Heaven’s Blessing. When the creature benefits from your Bardic Inspiration, it rolls the Bardic Inspiration die twice and uses the higher result.
    Ode of Blood. If the creature is dying, it continues making death saving throws but stops being incapacitated for up to 3 rounds. The creature becomes incapacitated if it takes any damage, and it dies if it fails its last death saving throw. Once a creature has benefited from this battle hymn, it can’t benefit from it again until it finishes a short or long rest.
    Willful Serenade.  Until the end of the combat, the creature ignores up to 4 levels of fatigue or strife it is suffering from (how much of each to ignore is determined by the creature).
    Whenever you gain a guappo level, you may change your Battle Hymn Focus. If you change your Battle Hymn Focus, you forget the additional battle hymn.
    Level 5
    Bardic Inspiration (d8)
    Your Bardic Inspiration die increases to d8.
    Font of Inspiration
    You regain all expended uses of Bardic Inspiration whenever you finish a short rest.
    Webs of Deceit
    Your insight is sufficient to manipulate others with well-timed words (or theatrics and cheap tricks). At the start of any interaction, you may make a Wisdom (Insight) test against a DC of 15 + the target’s Wisdom modifier. If successful, then at any point in the conversation, you may gain advantage on any one skill check through your preparation.
    Level 6
    Do Be Cruel
    You have advantage whenever you make an attack against a frightened, grappled, incapacitated, or poisoned creature.
    Endless Legends
    Your archive of heroic exploits and legendary tales reaches a new threshold. You can use your Bardic Inspiration an additional number of times equal to your Wisdom modifier. In addition, when a creature rolls your Bardic Inspiration die, it gains a bonus equal to your Wisdom modifier.
    Townie
    Choose one skill you are proficient with. You gain a knack die on checks made using the chosen skill. As long as you have a positive reputation in a town or city, all basic goods and spellcasting components cost 1/3rd less (rounded down).
    Varied Expertise (2)
    Choose one skill or tool you are proficient with. You gain a knack die on checks made using the chosen skill or tool.
  22. jokomaisu

    Rules
    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 manage a theatrical work, a company of actors, or a single virtuoso. The impresario is the meeting point between artists, clients, and the masses: there is not always a need for them, and many are incompetent or scammers, but the most skilled of them have really made the fortune of their protégés.
    Skill Proficiencies: Insight, Persuasion
    Tool Proficiencies: Two types of gaming sets
    Languages: Racket, Macaronic
    Equipment: A book containing aspiring stage performers names, a set of fine clothes, a pouch containing 20 sp.
    Shows and Scams
    Over the centuries and within the different Kingdom regions, the Impresarios have dedicated themselves to many diverse occupations, often ending up performing themselves when necessary or tricking a whole village and running away with the proceeds. An impresario chooses three types of shows to define the art forms in which they are more experienced.
    Street Theatre, mime actors and juggling Courtly, receptions and upper crust company Opera, concerts, ballets, and great stage performances Songs, madrigals, and street or chamber music Prestidigitation, curtain raising magic Marionette Theatre, puppets or shadow plays Circus and fighting matches Commedia dell’arte, dramas and monologues Sacred, religious performances Farce, pranks and scams Feature: The Art of Making Do
    You are used to facing unexpected events of all kinds, and you are always able to patch it up, somehow. For your three chosen art forms, you can improvise a series of components and put a valid representation or show together in no time.
    Suggested Characteristics
    From the worst circus barkers to the legendary Fox and Cat, the elves and turquoises’ impresarios, these smart showmen generally represent the meeting point between merchant and artist, between rogue and bard. Kingdom business people are known to be Occasia's most skilled fixers and greatest charlatans: broken promises, hidden conditions, terms and restrictions with ambiguous meanings, terrific, epochal scams… it is also true that, if they are motivated and well paid, some impresarios could find and take trained elephants and dragons, platoons of artists and stagecoaches full of courtesans, to court in no more than three days. They say a good impresario could save a sinking lord's estate with a single, successful reception.
  23. jokomaisu

    Rules
    Talismancer
    Instead of Madame Jinx or some fiendish patron, certain warlocks draw power from celestial essences scattered throughout the earthly world, similar to shooting stars, but with extraordinary powers. From another point of view, those who manage to obtain, by chance or thanks to studies and research, one of these astral talismans acquire prodigious mystical powers that make them real warlocks, albeit linked to celestial powers.
    The name that these astral talismans have for the holders of these divine and arcane secrets is Enchiridion, or "that which one carries in hand" because these talismans are grafted into the palm of the bearer in order to work, and from there they release their powers. These mystical essences are rare and appear in the earthly world in the form of brilliant and perfect gems of various colors and shapes. Gathering and entering into mystical communion with an Enchiridion immediately gives supernatural powers to formerly ordinary individuals, but also to gifted, marionettes, and members of any other race. The fusion of the Enchiridion with the talismancer is so profound and recondite that the warlock can no longer detach from it, as that would cause their death.
    The celestial talismans known as Enchiridia are sentient mystical objects of great power that share their mystical faculties with their bearer, giving them more and more power as they acquire inner strength and earthly abilities. Their nature is shrouded in mystery, but it is almost certain that they are of angelic, divine, or celestial origin, objects fallen to the ground from the Firmament, or trafficked from one end of the world to the other after being created in the blessed forges of Urania.
    Talismancers who have fused with an Enchiridion and feed on its power are not required to always use it in a benevolent and luminous way, but it is also true that the resonance between talisman and bearer may not last long if they do not share the same alignments and ideals.
     
    The Talismancer Table
    Level Proficiency
    Bonus Features Cantrips
    Known Spells
    Known Spell
    Points Spell
    Level 1 +2 Angelic Fervor, Chosen Bearer, Eldritch Ray, Enchiridion Expanded Spells, Pact Magic 2 2 2 1st 2 +2 Agonizing Blast, Eldritch Sight 2 3 4 1st 3 +2 Pact of the Blade, Otherworldly Leap 2 4 6 2nd 4 +2 Ability Score Increase, Courts of the Outer Realms 3 5 8 2nd 5 +3 Extra Blast, Whiff of the Beyond 3 6 10 3rd 6 +3 Angelic Intercession, Eldritch Elementalism 3 7 11 3rd Class Features
    As a talismancer you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per talismancer level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per talismancer level after 1st
    Proficiencies
    Armor: Light armor
    Weapons: Simple weapons
    Tools: Gaming set (any)
    Saving Throws: Intelligence, Wisdom
    Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
    Equipment
    You begin the game with 110 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Angelic Fervor
    You gain the ability to invoke the Enchiridion's power to aid you in battle. You have one of the following benefits:
    Enchiridion's Fury
    When you hit a creature with a weapon attack, you can decide to infuse your weapon strikes with the Enchiridion's fury to cause the attack to deal additional radiant damage to the target, in addition to the weapon damage. The additional radiant damage dealt is equal to your Charisma modifier. Also, you can choose to use spell points to deal an extra 1d8 damage to the target for each spell level expended.
    Enchiridion's Blessing
    When you are hit by an attack you can use your reaction to release a wave of invigorating energy. You and all other friendly creatures within 10 feet of you gain temporary hit points equal to your Charisma modifier. You can choose to spend spell points to add an extra 1d8 temporary hit points for each spell level expended.
    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
    Chosen Bearer
    You acquire the training necessary to fight effectively and skillfully in battle. You gain proficiency with medium armor, shields, and martial weapons.
    Eldritch Ray
    You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.
    Enchiridion Expanded Spells
    The Enchiridion lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    Table: Talismancer Expanded Spell List
    Spell Level Spells 1st bless, shield of fate 2nd exorcism, searing smite 3rd angelic emanation, daylight Pact Magic
    With care, practice, and dedication you have learned how to best siphon and channel the otherworldly powers you’ve gained from your patron. 
    Cantrips
    You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Talismancer table.
    Spell Points
    The Talismancer table shows how many spell points you have. To cast one of your warlock spells of 1st-level or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Talismancer table. You regain all expended spell points when you finish a short or long rest.
    Table: Spell Points
    Spell Level Spell Points 1st 2 2nd 3 3rd 5 Spells Known of 1st-Level or Higher
    You know two 1st-level spells of your choice from the warlock spell list.
    The Spells Known column of the Talismancer table shows when you learn more warlock spells of your choice. Each of these spells must be of a level that you are able to cast. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.
    Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level that you can cast.
    Spellcasting Ability
    The manner in which you pursue ever greater power from your patron is defined by the nature of that pursuit: through wit, devotion, or fervor. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your chosen ability modifier
    Spell attack modifier = your proficiency bonus + your chosen ability modifier 
    Spellcasting Focus
    You can use an arcane focus as a spellcasting focus for your warlock spells.
    Level 2
    Agonizing Blast
    When you use your Eldritch Ray, you deal extra damage equal to your spellcasting ability modifier.
    Eldritch Sight
    You can cast detect magic without spending spell points.
    Level 3
    Pact of the Blade
    You can use your action to conjure in your empty hand an armament bestowed with power: a pact weapon. Choose any simple or martial weapon when you conjure your pact weapon. You are proficient with it while you wield your pact weapon, and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again if you dismiss the weapon (no action required), or if you die. 
    By performing a 1 hour ritual while holding a magic weapon or rare weapon, you can transform it into your pact weapon. If this weapon has a bonus to attack or damage rolls, or if it deals bonus damage, you can apply these to your Eldritch Ray. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon is collected by your patron if the bond breaks while it is in the extradimensional space.
    Otherworldly Leap
    You are under the constant effects of the jump spell. This effect does not emit a magical aura.
    Level 4
    Ability Score Improvement
    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.
    Courts of the Outer Realms
    Choose one creature type from the following: aberration, celestial, elemental, fey, fiend, or undead. You are familiar with the intricacies of society and politics among those creatures, and you have advantage on checks made to interact with them or recall lore about them.
    Additionally, you gain proficiency with your choice of either Arcana, Culture, History, or Religion.
    Level 5
    Extra Blast
    When you use your Eldritch Ray as part of your action on your turn, as long as you make no weapon attacks you can attack twice instead of once.
    This feature otherwise counts as Extra Attack (for the purpose of qualifying for feats, spell effects, and the like).
    Whiff of the Beyond
    You automatically know when an aberration, celestial, elemental, fey, fiend, or undead creature has been in a space within 30 feet of you within the past 24 hours, though not which type of creature triggered this invocation.
    Additionally, you gain a knack die on Perception checks, and you have advantage on checks made to track these creatures.
    Level 6
    Angelic Intercession
    When you are reduced to 0 hit points but not killed outright, your patron's energies flow from its body to both support you and your allies and punish your enemies. You and any other friendly creature within 30 feet of you regain hit points equal to 2d8 + your Charisma modifier.
    Each enemy creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the target takes radiant damage equal to 2d8 + your Charisma modifier, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a short or long rest.
    Eldritch Elementalism
    When you use your Eldritch Ray, you can spend 1 spell point to choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Until you complete a short or long rest, your Eldritch Ray deals your choice of force damage or the chosen damage type.
  24. jokomaisu

    Rules
    Finagler
    The finagler is a bit of a symbol of the Kingdom’s civil life and bureaucracy: a fixer, a notary, a pettifogger, and a hack, a fine connoisseur of laws and red tape, and therefore perfectly capable of circumventing them, infiltrating the system, and turning it inside out. Halfway between public and private, the finagler is the go-to official for Knaves confronting the law, the nobility, and justice because – while being Knaves themselves – they are perfectly integrated into the system and know how to interact with, persuade, and corrupt everyone else: guards, Royal Bounty agents, and big shots.
    Skill Proficiencies: Investigation, Persuasion
    Tool Proficiencies: Forgery Kit
    Languages: Macaronic
    Equipment: A copy of your home region’s book of laws, a bottle of black ink and a pen, a parchment, a set of fine clothes, and a pouch containing 20 sp.
    Feature: Trouble Solver
    You have a comprehensive knowledge of the laws and the mechanisms related to the functioning (or malfunctioning) of the Kingdom’s Justice. You are the right Knave when it comes to "fixing" not-too-serious legal disputes. You can remove one of your Misdeeds or that of a member of your company. In order to do that, a cost equal to the Bounty value of the Misdeed you want to remove must be paid. This feature must be used before the Misdeed is added to a character's Bounty by the authorities.
    Suggested Characteristics
    Finaglers are colorful characters who often speak Macaronic or technical jargon, know all sorts of quibbles, codicils, and loopholes, and constantly come up with alternative and contradictory interpretations of laws and customs. They love precision and order, read and write perfectly, and are fond of pointing this out. They tend to act aloof and see themselves as superior to the more common Knaves, and in companies they typically cover the roles of accountants, notaries, scribes, and yeomen.
  25. jokomaisu

    Rules
    Inspirited
    Nobody knows the true nature of the insane process of creation behind Marionettes, Manikins, and Boguses. Nobody actually knows how Arcimboldos, Nonexistents, and Cloven (or other similar wondrous beings) come to be, or how Malebranches, Seraphs, Paraghouls, and Bartered Ones are respawned in the world.
    Is there a greater power behind all this? Or maybe a magic power has gone awry. Why should a living puppet come out of a wooden log, or from the mound of rotten vegetables of a greengrocer in the market? Nobody can answer such questions, except Ternal Father or, maybe, the Fairy Godfather.
    Those who spring to life in this way cannot tell if there was ‘something’ before that moment, much like a newborn. Still, they come into this world as adults, in full physical and mental form. The origin of an inspirited’s experiences, abilities, mood, personality, preferences, and notions remains a mystery. And yet, this mystery does not prevent an Arcimboldo or a Nonexistent from using spells and weapons like a normal human who had to spend their whole life to attain that level of mastery. In your face, humans! Take that!
    Unlike their kin who have immediately adapted to the world around them and imagined or chosen a different background, the inspirited chose to focus immediately on the conundrum of their nature and developed special proficiencies, such as that in the mysterious Unknown Language, the secret code that hints at the mysteries of creation itself.
    Skill Proficiencies: Arcana, Insight
    Languages: Lingua Ignota, Racket
    Equipment: A leftover from your native place, a strange receipt detailing an unknown purchase, a pouch with 15 sp.
    Feature: Unknown Past, Violent Future
    A man without a past is a man without bonds and loved ones, but also a man without rivals and enemies. You start with 2 fewer Misdeeds, but all your Misdeeds produce a bounty with two additional coins every time you commit one.
    Suggested Characteristics
    The very essence of an inspirited is shrouded in mystery and confusion. Many people may treat it normally, but more often than not, people resent those who are “born learned”. Children, on the other hand, always like to know and to play with a “weird guy”. An inspirited shares no common trait with others of its kind. Indeed, they are often very different from one another.
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