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jokomaisu

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  1. jokomaisu

    Rules
    The Den
    Knaves need a comfortable and secure place to retire and de-stress between one job and another. Usually, even if the guards or some competing Bands know where the Company's Den is, a web of tacit agreements between the Kingdom Justice and the Bounty Brotherhood ensures that no one ever upsets the apple cart while the Knaves take refuge in their Dens. Just as Companies may not be composed of thieves and criminals only, but also of friars, miraculists, guiscards, soldiers, street actors, and so on, even their Dens can present several and various natures while remaining a safe haven for the Band and the whole Company game-wise, and while still being run by the Company leader.
    Company Options
    Life can be hard for a bunch of "honest" Knaves out there in the Kingdom: troublesome bounties always hanging on their heads, saddlebags full of nothing but poor-quality equipment, and the chance to let their hair down a bit only at the very end of a hard and dangerous job. However, Company Options allow players to get even, providing precious, practical, and supplementary benefits when needed. The Company Options available to Knaves are Grandluxuries and Favors.
  2. jokomaisu
    Bounty Brothers, Mavericks, and the Infamous
    All Knaves roaming the Kingdom, all pillory scum that wanders the country, are part of the same large bunch of rogues known as “Bounty Brothers”. Their group is relatively informal: there are no registration fees, marks, or admission rituals, no special secret language other than what some characters may already know, nor is there a board of any kind. In short, all those who have a Bounty on their head listed in the Royal Registers, or did in the past, are considered “Brothers”, united by mutual solidarity in the face of the law and of the diabolical organization that is after them day and night: the Royal Bounty Agency.
    Knaves don’t have to belong to a Band, nor do Bands necessarily have to belong to a Company. Knaves who move independently are called “mavericks”: isolated individuals or groups who do their jobs independently.
    Being part of a Company is very useful for Knaves because it provides the Band with a whole range of connections, advantages, options, and favors of which they otherwise could not dispose when things get tough. The Company leader offers a safe Den to rest or hide in, can guarantee favors and support when needed, and find jobs, assignments, and adventures for the Band.
    The Three Infamies
    Bounty Brothers love to brag, tell each other the tallest tales, and never stop gossiping about what other Bands and Companies around the Kingdom are up to. This is precisely how Notoriety is created and spread. Internal laws which Bounty Brothers must abide by exist, mainly based on an obligation to avoid the Three Infamies:
    Betraying other Brothers. A Brother never snitches on his Brothers, nor does he sell them out to Queen's Guards or Bounty Hunters, not even to save himself from prison; a Brother does not take money for tip-offs, ratting, or Bounties, unless they’re to do with the Infamous. Committing Heinous Crimes. Brothers are Knaves, not murderers, and always move within a “criminally correct” sphere. Never indulge in brutality, aggression, or torture, never strike the defenseless, or use violence against the helpless, the elderly, children, or the needy; never torment animals, marionettes, or other sentient beings unnecessarily. Cheating Your Company. It is simply not done to rip off your own company or leader; no cheating on payments; no stealing from the Den’s coffers; no hiding important secrets; no stirring up wars between companies or with guards; pay off any debts contracted with your company. Whoever carries out these infamies loses “Brother” status, and is considered an Infamous. Selling, fighting, capturing, or delivering an Infamous to guards or Bounty Hunters, or even trying to get rid of them “the old way” is not forbidden: on the contrary, it is encouraged by other Brothers. In fact, the Infamous undermine the mutual pact of non-interference between guards and Knaves on which the Kingdom is based, and are a danger and a nuisance for all Brothers. The Infamous shall not be welcomed into any Den, and should never be allowed to exploit the Favors and Grandluxury of any company. In turn, leaders and Knaves who help the Infamous could also incur Infamy. While most Infamous are Mavericks, they also congregate in bands or entire companies.
  3. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    Several spells were added to the Compendium. I (hopefully) improved the readability of classes by tinkering with the format a bit. I created a new page for keeping track of all knaves. Also, there are three new forums to help keep communication from getting cluttered all in one space.
    Oh yeah, and a little something called knave creation has started. Pretty sure you're all aware of that by now 😏
    I'm going to focus on the Companies and Bounty Brothers section of the Compendium next. I also still need to look over combat rules to see if there is anything new to add. That will lead us to dive into how we will actually be handling combat. I have an idea of how I want to do that, but I still need to do a little more research.
    That's all for now 👋
    Until next time...
    For the bounty!
  4. jokomaisu

    General Announcements
    Greetings, Knaves!
    Well, it's taken five months, but we've finally made it to knave creation 😅
    You'll want to head over to The Company forum to get started. Make sure to read all of the forum rules and knave creation information.
    I'm talking to you @Mizukami, @Shocker, @guitarist, and @SMARTAgentKC! You are the Wave 1 players who voted for this campaign and accepted my invitation to join.
    You all will be in the first band of the company, which requires a minimum of four players. If for any reason we end up with less than four players before the campaign starts, then I'll send out invites to Wave 2 players - those who voted in my campaign poll but did not choose this campaign. If that still doesn't get us up to at least four players, then I'll reach out to a couple of people who showed interest in this campaign after the poll closed. If it comes to it, I'll open this campaign up to all Myth-Weavers to recruit enough players to complete the first band 👍
    I still have work to do to get this campaign started, so please do not feel rushed to create your knave. If I need to invite more players to this campaign, I won't do so until you guys have finished creating your characters.
    Let me know if you have any questions!
    For the bounty!
  5. 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.
  6. jokomaisu

    Rules
    Swordfighter
    The Thousand Years’ War is so deeply rooted in the peoples of the Kingdom that it is now considered the only possible way of life. The war’s facts, conduct, mercenary companies, lootings, and the aggravation caused by military sieges and campaigns, are all regulated down to the smallest detail. In this constant-conflict scenario, soldiers, warriors, squires, condottieri, infantrymen, crossbowmen, stormtroopers, sappers, knights, archers, army engineers, runners, scouts, and spies are among the most widespread occupations in every region, though pillagers, deserters, villains, and exploiters pop up all over the place when a new battle appears on the horizon.
    There are also scores of masters of arms, duelists, fencers, and foil virtuosos, collectively known as swordfighters.
    The Kingdom’s swordfighters are highly regarded across Occasia and the Middle Sea, and every city has its own Fencing Schools, grouped in various main styles, plus some minor or secret ones. Given the fierce parochialism prevailing in the Kingdom, these schools and styles are constantly in conflict and competing with one another.
    Rather than being, like common soldiers, cannon fodder for the combat zone, swordfighters are usually mercenaries who act individually and lend their services to noblemen, fops, or merchants, being more at home on city streets than on muddy battlefields.
    The Swordfighter Table
    Level Proficiency
    Bonus
    Features 1st +2 Dueling, Extreme Leap, Eye Slash, Speed Over Strength
    2nd +2 Bold Flair, Dangerous Signature
    3rd +2 Quick-Witted Defense, School of Fencing
    4th +2 Ability Score Improvement, Action Surge, Rolling Strike
    5th +3 Extra Attack, Parrying Counter, Stable Footing
    6th +3 Instant Strike, Weapon Lore
    Class Features
    As a swordfighter, you gain the following class features.
    Hit Points
    Hit Dice: 1d10 per swordfighter level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per swordfighter 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
    Dueling
    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    Extreme Leap
    When you take the Dash action and make a long jump after moving no less than 20 feet, your jump distance is doubled for the turn. You may instead triple your jump distance for the turn, and may move the full distance of your jump even if it exceeds your Speed, but you cannot do so again until you have finished a long rest.
    Eye Slash
    You rapidly lash out in a rising strike targeting your opponent’s brow, leaving a wound that obscures their vision.
    You use an action to make a melee weapon attack against a creature that relies on sight. On a hit, it makes a Constitution saving throw or is blinded until the end of your next turn. 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.
    Speed Over Strength
    With practiced agility you weave around an opponent wielding a more cumbersome weapon, quickly darting in to strike with a lighter armament.
    When a creature attacks you with a melee weapon that has the heavy property, or a Large-sized or larger creature attacks you with a natural weapon, you can use your reaction to make a melee weapon attack against it using a weapon that has the dual-wielding or finesse property.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 2
    Bold Flair
    Your victories have emboldened you and you radiate with overwhelming confidence.
    You have advantage on Persuasion checks made to influence friendly creatures with a CR lower than your swordfighter level.
    Dangerous Signature
    You have mastered a strike that is unmistakably your own.
    Choose a simple symbol (such as a letter) to be your signature. When you have advantage on a melee weapon attack roll, on a hit you can use your reaction to leave your signature on the creature you attacked. Your signature remains on a creature until it is fully healed and has taken a long rest.
    Once you use this feature, you can’t use it again until you finish a long rest.
    While a creature bears your signature, you can use a bonus action to try to intimidate it. The creature makes a Wisdom saving throw or becomes frightened of you until the start of your next turn. The DC to resist this effect is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier.
    Level 3
    Quick-Witted Defense
    While you are not wearing armor or wielding a shield your AC equals 10 + your Dexterity modifier + your Charisma modifier.
    In addition, when you are wielding at least one weapon with the Defensive, Finesse, or Parrying quality, your Armor Class increases by 1.
    School of Fencing
    You have learned specific techniques that improve your combat effectiveness:
    Study the Opponent. Whenever you take the Dodge action in combat, your next attack has advantage if made before the end of your next turn. Mattock and Dagger. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. Duel. If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you can add your proficiency bonus to your damage rolls against that creature. 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.
    Action Surge
    You can push yourself beyond your normal limits for a moment.
    On your turn, you can take one additional action.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Rolling Strike
    Flowing through battle like the wind itself, you deftly sprint forward through the reach of enemies to deliver an unexpected attack.
    You use an action to move up to 20 feet without provoking opportunity attacks and make a melee weapon attack.
    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.
    Parrying Counter
    Pointing your weapon at your foe you challenge them, forcing them to lower their defenses so you can launch an attack of your own.
    At the end of your turn, you can use your reaction to gain a knack die to your AC against one creature you can see within reach. This increase to your AC only applies to the chosen creature and ends at the start of your next turn.
    If the creature misses with one or more attacks against you before the start of your next turn, you can make a melee weapon attack against it.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Stable Footing
    A steady stance and careful footwork is instinctive to you.
    You have advantage on any check or saving throw to avoid falling prone or handle difficult ground (such as against a grease spell or slippery ice). You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus × 10.
    Level 6
    Instant Strike
    You quickly draw and strike with a weapon in the blink of an eye.
    Choose a creature within your reach. You use a bonus action to draw a melee weapon and use it to make an attack against that creature.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Weapon Lore
    You gain a knack die on Intelligence checks made to recall lore or gather information about weapons, armor, and other martial equipment.
    In addition, you can use an action to investigate the magical properties of such an item by handling it, such as swinging a sword or hefting a shield.
    You learn its properties, how to use them, whether it requires attunement, and how many charges it has. You also learn if the item has any sentience or bears a curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse).
  7. jokomaisu

    Rules
    Svanzic Guard
    The monks who roam the Kingdom are not just punch-happy friars who wander the dusty country roads, hermits expert in mystical wrestling who sat alone for years to meditate on pillars and columns, or abbots who give the commandments of the "Slap One Another" in the coolness of their monasteries. In fact, there are noble and sought-after monastic traditions, exclusive and secret, which represent, if you will, "the aristocracy" of the Brawly Orders of the Creed. The most famous of these is the Svanzic Guard, a battalion of unarmed combat and halberd expert monks, representing the most important religious congregation of the Svanzic cult in the territories of the Gray League and throughout Elevezia.
    Both because of a centuries-old tradition and as a sign of friendship between the Elevezia's patriarch and that of Alazia, a squad of Svanzic Guards is sent and maintained as the Patriarch King of Vaticin City's chosen guard.
    This small army constitutes the elite corps at the disposal of the higher hierarchies of the Creed of Alazia, and sometimes some of its members are sent on missions as spies, observers, informants, or messengers. That's how many of them also end up serving in Bands and companies throughout the Kingdom, where they always stand out for their matchless training.
    This religious order's monks are known for their martial training and their high standard of living, and huge personal wealth. Their wages are very high and paid in svanzics, Elevezia's silver coins. Those stationed in Vaticin City are in charge of maintaining public order, investigating the most dangerous crimes, commanding the town's common guards, guarding the innermost part of the Creed's buildings, and escorting its major officers. The number of these monks is always kept at around 500 units, and their turnover occurs slowly, with reinforcements sent from the motherland once a year.
    The Svanzic Guard Table
    Level Proficiency
    Bonus
    Martial
    Arts
    Features Exertion
    Points 1 +2 1d4 Agile Defense, Martial Arts
    - 2 +2 1d4 Adept Speed, Exertion Focus, Leading Throw
    2 3 +2 1d4 Extract Aspects, Eye for Detail, Training of the Guard
    3 4 +2 1d4 Ability Score Improvement, Battle Dance, Wall Walk, Warding Wield
    4 5 +3 1d6 Deflect Missiles, Extra Attack
    5 6 +3 1d6 Deflect Strike, Mirage Dance, Sacred Svanzic Dogma, Water Walk
    6 Class Features
    As a Svanzic Guard, you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per svanzic guard level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per svanzic guard level after 1st
    Proficiencies
    Armor: None
    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
    Agile Defense
    While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
    Martial Arts
    Your trail to perfection gives you mastery of combat styles that use unarmed strikes and svanzic guard 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 svanzic guard 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 svanzic guard weapons. You can roll a d4 in place of the normal damage of your unarmed strike or svanzic guard weapon. This die changes as you gain friar levels, as shown in the Martial Arts column of the Svanzic Guard table. When you use the Attack action with an unarmed strike or a svanzic guard 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
    Adept Speed
    Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
    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.
    Leading Throw
    An opponent that strikes at you invites peril as they find the momentum from their attack turned against them.
    When a creature within your reach misses you with a melee weapon attack, you can use your reaction to try to throw it. The creature makes a Dexterity saving throw or moves 15 feet in a straight line in a direction of your choice. 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.
    Level 3
    Extract Aspects
    You can strike pressure points to intuit crucial information about a foe.
    When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short rest or a long rest.
    Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
    Eye for Detail
    You notice patterns others cannot.
    As an action, you can spend 1 exertion to study a creature you have watched speak for at least 1 minute. You can ask one of these questions:
    Is the creature hiding any strong emotions? Does the creature have a secret agenda? Did the creature lie in the last minute? Is the creature hiding their true heritage and/or culture? You will receive a truthful answer.
    Training of the Guard
    You specialize in the traditions of the ancient order of the Svanzic Guards and become a master in the use of the halberd. You gain the following benefits:
    Proficiency in the Religion skill. Proficiency in the halberd, which is from now on considered a svanzic guard weapon for you. While you wield a halberd, you have a +2 bonus to AC when you take the Dodge action. While you wield a halberd, other creatures that enter your range provoke an opportunity attack. You must make the opportunity attack with the halberd. When you hit a creature with a halberd attack, you can spend 1 exertion point to attempt to knock that creature prone. The target must make a successful Constitution saving throw or be knocked prone. The DC to resist this effect is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. 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 Dance
    You gain proficiency in the Performance skill. As a bonus action, you can spend 2 exertion to bob and sway, starting a battle dance. Until the end of your turn, your Speed increases by 20 feet and opportunity attacks against you are made with disadvantage. When an opportunity attack misses you, you can use your reaction to retaliate with an unarmed strike.
    Wall Walk
    You gain the ability to move along vertical surfaces on your turn without falling during the move.
    You can use a bonus action and spend 1 exertion to cast spider climb on yourself. The effect lasts until the start of your next turn.
    Warding Wield
    With seeming ease you whirl your weapon about your body, weaving it in a threatening pattern that makes your opponents hesitant to attack.
    You use a bonus action to increases your AC by 2. The effect lasts until the start of your next turn.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 5
    Deflect Missiles
    You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack.
    When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your svanzic guard level.
    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 exertion to make a ranged weapon attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a svanzic guard weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
    Extra Attack
    You can attack twice, instead of once, whenever you take the Attack action on your turn.
    Level 6
    Deflect Strike
    With a bit of effort as an opponent strikes at you, you can knock the blow away and divert the attack.
    When a creature hits you with a weapon attack, you can use your reaction to reduce the attack’s damage by a number of d6 equal to your proficiency bonus.
    If this reduces the damage to 0, the attack becomes a miss.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Mirage Dance
    As a bonus action, you can spend 2 exertion to swiftly start a mirage dance. Until the end of your next turn, you are under the effect of the mirror image spell.
    Sacred Svanzic Dogma
    You can use your exertion to duplicate the effects of certain spells.
    As an action you can spend 2 exertion points to cast beacon of hope, searing smite, shield of faith, or spirit guardians without providing any material components. Additionally, you gain the thaumaturgy cantrip.
    Water Walk
    You gain the ability to move across liquids on your turn without falling during the move.
    You can use a bonus action and spend 1 exertion to cast water walk on yourself. The effect lasts until the start of your next turn.
  8. jokomaisu

    Rules
    Superstician
    Enchantresses and charmers, fascinating experts in hexes and sorceries, manipulators of Extravaganza and fairy tricks, thaumaturgists skilled in countering the powers of darkness, mischief, and the maledictions of jinxes, heresiarchs, hags, and phantasms.
    They’re called supersticians: masters of arcane arts, fey power, and secrets of superstition. Some are dark sorcerers who have dealings with infernal powers; others are devoted to the forces of good; others still follow the will of the Three Mothers, from whom they receive blessings and occult knowledge. Supersticians fine-tune their innate powers and natural inclination with years of practice, alone or with companions or masters, and eventually express them through precise, well-coded, and extremely effective formulas and rituals.
    Sometimes they gather in covenants and factions; other times they act alone and offer their services to peasants and commoners, roaming the countryside and cities and offering to remove the evil eye from livestock or to engrave protective glyphs on barns and farms.
    The power that flows in a superstician’s veins is that of Extravaganza, the power of fairies and torquoises, which somehow touched their existence before or after they were born. This kind of Knave could descend from some ancient fairy lover, from someone who received the fey’s blessing, or simply came into contact with them as a child or youth, long enough for some of their tricks to rub off. Whatever the case may be, Extravaganza flows powerfully in supersticians!
     
    The Superstician Table
    Level Proficiency
    Bonus Sorcery
    Points Features 1st +2 0 Preventative Magic, Protected by Fate, Spellcasting 2nd +2 2 Font of Magic, Manifestation 3rd +2 3 Metamagic, Unsuspecting 4th +2 4 Ability Score Improvement, Arcane Traveler 5th +3 5 Additional Metamagic 6th +3 6 Prodigious Innovator, Superstitious Ritual Class Features
    As a superstician, you gain the following class features.
    Hit Points
    Hit Dice: 1d6 per superstician level
    Hit Points at 1st Level: 6 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per superstician level after 1st
    Proficiencies
    Armor: None
    Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    Tools: None
    Skills: Choose two from Arcana, Deception, Insight, Intimidation, Performance, Persuasion, and Religion
    Saving Throws: Constitution, Charisma
    Equipment
    You begin the game with 100 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Preventative Magic
    When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose an Abjuration spell from any other class' spell list in addition to those of the sorcerer spell list.
    Protected by Fate
    You can manipulate the odds of fate. You can use Protected by Fate to roll an additional d20 when you make an attack roll, an ability check, or a saving throw and
    choose which of the d20s is used for the attack roll, ability check, or saving throw. You can choose to use this feature after you roll the die, but before the outcome is determined. You can also use Protected by Fate when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
    Once you do so, you must finish a long rest before you can use this feature again.
    Spellcasting
    You have awoken latent magic within yourself caused by something you were exposed to, a quirk of an ancestor that has now manifested in you, supernatural experimentation, or something else entirely. This conduit, which you may not yet fully understand, fuels your spellcasting.
    Table: Superstician Spellcasting
    Level Cantrips
    Known Spells
    Known 1st 2nd 3rd 1st 4 2 2 - - 2nd 4 3 3 - - 3rd 4 4 4 2 - 4th 5 5 4 3 - 5th 5 6 4 3 2 6th 5 7 4 3 3 Cantrips
    You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
    Spell Slots
    The Superstician table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these sorcerer 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 of 1st-Level and Higher
    You know two 1st-level spells of your choice from the sorcerer spell list.
    The Spells Known column of the Superstician table shows when you learn more sorcerer 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
    Spellcasting Ability
    Charisma is your spellcasting ability for your sorcerer spells, as your magic is fueled by an attunement to your very soul. 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 sorcerer 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 as a spellcasting focus for your sorcerer spells.
    Level 2
    Font of Magic
    You’ve begun to understand the well of power within you that you draw from to cast your magics. Up until now, it’s just been something abstract, maybe hardly understood, but now you can use it in a precise manner to fuel your magics. It grants you a new resource in the form of Sorcery Points, as well as a way to use them.
    Sorcery Points
    You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Superstician table. You can never have more Sorcery Points than shown on the table for your level. You regain all spent Sorcery Points when you finish a long rest.
    Flexible Casting
    You can use your Sorcery Points to gain additional spell slots, or sacrifice spell slots to gain additional Sorcery Points. 
    Conversion. You can transform unexpended Sorcery Points into one spell slot, or vice versa, as a bonus action. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, or the value of sacrificing a spell slot for Sorcery Points.
    Table: Creating Spell Slots
    Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 Manifestation
    You choose one of the following manifestations, which represents a kind of energy you are especially effective at producing. When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change the damage type to your manifestation’s damage type.
    Blizzard (Cold)
    When you cast a spell that deals cold damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes cold damage from the spell, it is also chilled, reducing its movement speeds by 10 feet for a number of rounds equal to the level of the spell (minimum 1 round).
    Corrosion (Acid)
    When you cast a spell that deals acid damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes acid damage from the spell, its Armor Class is reduced by 2 until the end of your next turn. 
    Hurricane (Lightning or Thunder)
    You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 sorcery point to produce a thunderous blast around you. Large or smaller creatures within 5 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked prone . 
    Inferno (Fire)
    When you cast a spell that deals fire damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes fire damage from the spell, it is also set ablaze, taking 2d4 ongoing fire damage for a number of rounds equal to the spell’s level, or until it uses an action to put itself out.
    Venom (Poison)
    When you cast a spell that deals poison damage, you can spend 1 sorcery point, causing creatures immune to poison damage to take half damage, and creatures resistant to poison damage to take full damage.
    Level 3
    Metamagic
    You gain the ability to twist your spells to suit your needs. You gain two minor Metamagic options and one moderate Metamagic option. When you gain a level in this class, you can replace one Metamagic option with another, instead of replacing a spell.
    You can use only one Metamagic option on a spell when you cast it unless otherwise noted.
    Minor Metamagic
    Delayed Spell. When you ready a spell, you can spend 1 sorcery point. The spell can be held for up to 1 minute, instead of 1 turn.
    Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. Alternatively, if you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 20 feet.
    Persistent Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double the duration, to a maximum of 24 hours.
    Reliable Spell. When you roll a 4 or lower on a spell attack, you can spend 1 sorcery point to reroll the attack. You can use Reliable Spell even if you have already used a different Metamagic option during the casting of the spell.
    Subdual Spell. When damage from one of your spells reduces one or more creatures to 0 hit points, you can use your reaction and spend 1 sorcery point to stabilize one of the creatures knocked unconscious by it.
    Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any vocalized or seen components.
    Treacherous Spell. When you cast a spell, you can spend 1 sorcery point to alter its components in subtle ways. A creature attempting to identify the spell based on its components perceives it as a different spell of your choice, of the same or lower level. Attempts to counterspell this spell are made at disadvantage.
    Moderate Metamagic
    Careful Spell. When you cast a spell with an instantaneous duration that affects an area, you can spend 1 sorcery point, and choose a number of creatures up to your Charisma modifier in the area (minimum of one creature). A chosen creature is unaffected by the spell.
    Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
    Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Sorcery Points to give one target of the spell disadvantage on its first saving throw made against the spell.
    Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery Points to change the casting time to 1 bonus action for this casting.
    Reflexive Spell. Immediately before rolling initiative, you can spend 2 Sorcery Points to cast a spell of up to 3rd-level that has a casting time of 1 action or 1 bonus action. The spell activates before any other actions in initiative, but doing so uses your action for your first turn in the combat.
    Refracting Spell. When you cast a spell that involves a spell attack roll and targets only a single creature, you can spend an additional 2 Sorcery Points. If the spell hits, a creature within 5 feet of the original target takes half the spell’s damage.
    Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range of Self, you can spend a number of Sorcery Points equal to the spell’s level (or 1 for a cantrip) to target a second creature in range with the same spell.
    To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray are ineligible, but ray of frost can be modified by Twinned Spell.
    Unsuspecting
    You gain a knack die on Deception checks. When you fail on a Deception check against a humanoid, you can use a combination of fast-talk and your magic to make them forget your misstep, spending 1 sorcery point to reroll the check. On a success, their memory skips a beat and fills in the gap with your new story. On a failure, not only do they not believe you, but anyone who can cast spells and observed the exchange (including your target, if applicable) knows that arcane subterfuge was attempted.
    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.
    Arcane Traveler
    Choose one of the following:
    Strange Traces
    While traveling, you can spend 1 sorcery point to obscure your trail. For the next hour, any tracks your group leaves become random, zigzagging, and incomprehensible. Creatures have disadvantage on Survival checks to track you and become lost on a failed check.
    Wode Sense
    While traveling, any time you enter an illusory terrain or magic is used to cause you to become lost, you always notice within 1 minute of being affected.
    Level 5
    Additional Metamagic
    You gain another minor Metamagic option.
    Level 6
    Prodigious Innovator
    Choose three cantrips from any spell list. These cantrips don’t count toward your cantrips known.
    Superstitious Ritual
    You are able to cast powerful conjurations to protect yourself or one of your allies. You conduct a 10-minute long ritual with which you can protect a target creature
    (including yourself ), with one of the following effects:
    The creature has resistance against a type of damage of your choosing: acid, bludgeoning, cold, fire, lightning, necrotic, piercing, slashing, or thunder. When the creature rolls a 1 on an ability check or saving throw, that creature can reroll the die and must use the new roll. When a creature is reduced to 0 hit points but not killed outright, that creature can drop to 1 hit point instead. After benefiting from this effect, the protection of the Superstitious Ritual ends. The effects of the Superstitious Ritual last for 24 hours or until you use this feature again. You can extend its duration by 24 hours by spending 2 sorcery points. Once you have used this feature, you can’t use it again until you finish a long rest.
  9. jokomaisu

    Rules
    Rat Catcher
    In the largest and most convoluted cities of the Kingdom, the Rat Catcher profession is fairly widespread: in addition to what such a name suggests, this typical urban hunter deals with all sorts of pests, parasites, sewers and catacombs' beasts, carrion, and animated objects that don't want to stay where they belong, and even fairies and specters.
    The city, its dungeons, its cellars, its canals, its sewers, its catacombs, and its towers are the favorite hunting ground of these multi-talented scouts.
    What many think is a relatively quiet profession, compared to that of matadors, wilderness specialists, and monster hunters, is, in fact, nothing but another terrain of challenge, exploration, and combat, different from the more common ones but not at all safer than them. Try to patrol Tarantasia's sewers, Vortiga's canals, or Crimini's alleys… do that, and then we'll talk about it!
    The Rat Catcher Table
    Level Proficiency
    Bonus
    Features 1 +2 Beast Friend, Calls of the Wild, Familiar Terrain, Studied Adversary
    2 +2 Accuracy Bonus, Accuracy Reserve, Monster Mimic, Swift Feet, Throwing Stance
    3 +2 Danger Perception, Doubleshot, Rat Catcher's Magic, Torch Bearer, Urban Guide
    4 +2 Ability Score Improvement, Ear to the Ground, Kindred Spirit
    5 +3 Extra Attack, Hunter's Target, Preternatural Strikes
    6 +3 Adversarial Focus, Game Hunting, See the Unseen
    Class Features
    As a Rat Catcher, you gain the following class features.
    Hit Points
    Hit Dice: 1d10 per rat catcher level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per rat catcher level after 1st
    Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Choose one from herbalism kit, navigator’s kit, poisoner’s kit, and a musical instrument
    Saving Throws: Strength, Dexterity
    Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
    Equipment
    You begin the game with 150 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Beast Friend
    If you spend 10 minutes befriending and feeding a Medium or smaller beast of CR 1/8 or less, you become its guardian. It follows you and is loyal to you, but it acts independently. In combat, it rolls its own initiative and acts on its own turn. The beast won’t attack except as a reaction to being attacked, but it can take other actions as normal and makes death saving throws. You can only be a guardian to one beast at a time.
    Calls of the Wild
    Using verbal and nonverbal cues to communicate with beasts, you can gain basic information from them or make a simple request (like delivering a short message or small object).
    Familiar Terrain
    When making an Intelligence or Wisdom check related to a natural terrain, you gain a knack die if using a skill you’re proficient in. While traveling in a natural terrain, you gain the following benefits:
    Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling, you remain alert to danger. Your passive Perception increases by 2. If you are traveling alone, you can move stealthily at a normal pace. When you Hunt and Gather, you find twice as much Supply as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Studied Adversary
    You have significant experience studying, tracking, hunting, and even communicating with your enemies.
    Choose a type of adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively,
    you can select two humanoid heritages (such as gnolls and orcs) as studied adversaries.
    You have advantage on Survival checks to track your studied adversaries, as well as on ability checks to recall information about them. You also learn to communicate with basic words in a language of your choice that is spoken by your studied adversaries, if they speak one at all.
    During a long rest, you can replace a current studied adversary with a new one.
    Level 2
    Accuracy Bonus
    When you make a weapon attack, you can use your reaction to gain an attack bonus or damage bonus as shown on the Accuracy Bonus table.
    Between long rests, you have a number of uses equal to your Wisdom modifier (minimum 1).
    Table: Accuracy Bonus
    Bonus Cost +1 hit or +1d6 damage 1 use +2 hit or +3d6 damage 2 uses +3 hit or +5d6 damage 3 uses Accuracy Reserve
    If you have not moved since the beginning of your last turn, you gain a +1 bonus to weapon attack rolls until the end of your turn. You lose this bonus if you move.
    Monster Mimic
    By imitating how a beast or studied adversary sounds, looks, and moves, you gain advantage on Deception and Intimidation checks made to convince a creature that it is seeing or hearing that beast or studied adversary.
    Swift Feet
    You can use your bonus action to move with greater agility. For 1 minute, your movement doesn’t provoke opportunity attacks. You can choose to end this effect early to either increase your Speed by 30 feet until the end of your turn or gain advantage on a weapon attack.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Throwing Stance
    You wield your weapon with a practiced familiarity that makes it deadly even when a foe is beyond your reach, able to hurl it as accurately as a thrown dagger. 
    Choose a weapon when you learn this feature. You use a bonus action to activate this stance. While you are wielding the chosen weapon it has the rebounding property and thrown property (range 30/60 feet). 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.
    Level 3
    Danger Perception
    You gain a prodigious perception of anything that is not as it should be all around you, which makes it easier for you to dodge threats and dangers. You have advantage on Dexterity saving throws against all effects which you can sense, such as traps and spells. To benefit from this effect you must not be afflicted by the blinded, deafened, or incapacitated conditions.
    Doubleshot
    You palm two blades or nock two arrows, launching both missiles at the same opponent.
    You use your bonus action to use two missiles instead of one for the next ranged weapon attack you make. On a hit, you deal an additional weapon damage die.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Rat Catcher's Magic
    Your deep connection to nature grants you the ability to cast spells.
    Spell Slots
    The Rat Catcher Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these 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 3rd level, you know incandescent mark.
    At 5th level, you know flame blade.
    Spellcasting Ability
    Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier
    Table: Rat Catcher Spellcasting
    Level 1st 3rd 2 4th 3 5th 3 6h 3 Torch Bearer
    When you deal fire damage, you can add your Wisdom modifier to the fire damage dealt.
    Urban Guide
    You become great at moving around city environments and cramped dungeons. You consider urban areas, sewers, cellars, fortresses, and all sorts of city buildings as a familiar terrain.
    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.
    Ear to the Ground
    By spending 1 minute remaining stationary, using sound and vibrations alone, until you move or take an action you are able to deduce information up to 30 feet in every direction, as if using blindsight or tremorsense.
    Kindred Spirit
    You intuitively sense when another wilderness expert is nearby. Your passive Perception increases by 5 to detect hidden or invisible creatures within 30 feet of you, and you instantly detect whether any creature you can see is proficient with Stealth or Survival.
    Level 5
    Extra Attack
    You can attack twice, instead of once, whenever you take the Attack action on your turn.
    Hunter's Target
    You can use your bonus action to focus your attention on a specific enemy. Choose a creature you can see within 90 feet to mark as your quarry. For 1 hour, you are focused on this creature. You gain a +1 bonus to weapon attack rolls against the creature, and your weapon attacks against it deal an extra 1d6 damage. In addition,
    you have advantage on Perception and Survival checks you make to find it. If the creature drops to 0 hit points before the hour ends, you can use a bonus action to mark a new quarry.
    Once you use this feature, you can’t use it again until you finish a short or long rest.
    Preternatural Strikes
    By executing your attacks with perfect precision your weapon can slip beneath even supernatural defenses.
    Choose a weapon when you learn this feature. You use an action to take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, your weapon attacks using that weapon ignore resistance to nonmagical weapon damage.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 6
    Adversarial Focus
    You gain an additional studied adversary, and you gain a +1 bonus on weapon attack rolls made against your studied adversaries.
    Game Hunting
    You have advantage on any check made to locate or catch local game animals in the wild and gain the following features:
    You have proficiency with nets, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a net. You can use a 30-foot length of rope or strong vine as a lasso and try to grapple a creature within 20 feet of you. As long as a creature is grappled by your lasso, it is also restrained. The lasso has AC 13 and 7 hit points. It is vulnerable to slashing damage and resistant to bludgeoning damage. If the lasso drops to 0 hit points, it is destroyed. When you use the Attack action and attack with a dual-wielding weapon, you can use a bonus action to attack with a net or use a lasso you are holding. See the Unseen
    Once between long rests you can focus your attention on peripheral sights, sounds, and other signs of unseen passage. For the next hour, you can detect invisible creatures and objects, their location, movement, and actions, and even sense creatures and objects in the Ethereal Plane.
  10. jokomaisu

    Rules
    Pagan
    While in other realms “barbarians” are invaders, foreigners, and marauders from beyond the borders who speak incomprehensible languages, pagans who live within the borders of the Kingdom have been here for centuries, sometimes since before the cities that surround them were even founded, and speak perfect Vernacular, though with distinctly recognizable accents.
    Like their fellows from Overmountain, the Kingdom’s pagans have chosen Rage (or, as they call it, “Violence”) as a way of resolving conflicts and social disputes.
    In the Kingdom, the best-known and widespread pagan communities inhabit the Pagan Plain, named after them. United under the iron paw of Ardarico “ye King”, they often accept sylvans and morgants in their ranks. Barbarians and pagans are also found in many other regions: from the various tribes of Spoletaria and Alazia, through the Barbariccias of the Tasinnanta Uppermount, to the Titan Spine, the Crown Mountains, and the Aygremounts.
    Pagans have always had to defend themselves against all sorts of armies and outsiders’ abuses, and have now developed their expertise in wilderness and animal ferocity, on their predatory moves and skills, and on an instinctive use of violence. Their path is a cross between that of the legendary Varag bear-men and that of nature spiritualists. For them, rage is a state of instinctive exaltation that never escalates to inhuman or bestial fury. Rather, it sharpens their senses and infuses them with determination to strike first and with unheard-of ferocity.
    The Pagan Table
    Level Proficiency
    Bonus
    Features Rage 1 +2 Rage, Rugged Defense, Sharpened Senses
    2 2 +2 Charge, Danger Sense, Furious Critical (Terrifying Force)
    2 3 +2 Cleaving Swing, Fearsome Reputation, Mark of the Wilderness, Savage Courage
    3 4 +2 Ability Score Improvement, Furious Critical (Relentless Attack)
    3 5 +3 Crushing Blows, Extra Attack, Shrug It Off
    3 6 +3 Furious Critical (Mighty Blow), Lead the Pack, Mighty, Unstoppable Rage
    4 Class Features
    As a pagan, you gain the following class features.
    Hit Points
    Hit Dice: 1d12 per pagan level
    Hit Points at 1st Level: 12 + your Constitution modifier
    Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per pagan level after 1st
    Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: Choose four from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival
    Equipment
    You begin the game with 120 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Rage
    In battle, you give yourself over to the fury within. On your turn you can use a bonus action to enter a rage.
    While raging, you gain the following benefits if you aren’t wearing heavy armor:
    You have advantage on Strength checks and Strength saving throws. Every round that you remain in rage, at the start of your turn you gain 2 rage hit points. Whenever you take damage, you reduce your rage hit points first, then your regular hit points. Rage hit points stack each round until your rage ends, at which point they dissipate.
    The maximum number of rage hit points you can have at one time is equal to 5 × your pagan level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. You gain no benefit from temporary hit points. While raging, you cannot choose to use the Fall Back reaction.
    Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.
    Once you have raged the number of times shown for your pagan level in the Rage column of the Pagan table, you must finish a long rest before you can rage again.
    Rugged Defense
    While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
    In addition, your speed increases by 5 feet while you aren’t wearing heavy armor.
    At 5th level, your speed increases by an additional 5 feet.
    Sharpened Senses
    Your time spent drawing on your rage has brought the world into sharp, relentless focus.
    You gain a knack die on Investigation, Perception, or Survival checks made to follow a creature’s trail.
    Level 2
    Charge
    Flinging yourself forward you barrel towards an enemy with your weapon held at the ready to unleash an attack before they can react!
    You use an action to move up to 30 feet in a straight line and make a melee weapon attack. You can’t take the Dash action and use this maneuver on the same turn.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Danger Sense
    You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
    You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
    Furious Critical
    You learn to maximize the effects of your mightiest blows, empowering your critical hits.
    Simple damage isn’t all that a pagan can deal in combat. With just the right application of force, a pagan can inflict a number of conditions on their opponent. The DC to resist such effects is equal to 8 + your proficiency bonus + your Constitution modifier. The attack must use a melee weapon that has the heavy, two-handed, or versatile property. Only one Furious Critical can be used per critical hit, unless otherwise stated.
    Mighty Blow
    You know how to hit so it hurts the most. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.
    Relentless Attack
    Your blows fall down mercilessly. When you score a critical hit, you may immediately make an additional melee weapon attack (no action or reaction required). If this subsequent attack is also a critical hit, this feature can be activated again one last time on this turn. No other Furious Critical can be activated for these additional attacks.
    Terrifying Force
    You focus your rage, unleashing a fear-inspiring strike. When you score a critical hit, each creature you choose within 60 feet that can see you makes a Wisdom saving throw or is frightened of you until the end of your next turn. The effects of this Furious Critical can be combined with any other.
    Level 3
    Cleaving Swing
    After you slam your weapon into an opponent you work the momentum of the blow into another strike at a second enemy nearby in a devastating display of might.
    When you hit with a melee weapon attack using a weapon with the heavy property, you can use your reaction to make an additional melee weapon attack against a second creature that is also within your reach.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Fearsome Reputation
    Word spreads of your prodigious strength or how terrifying you can be in battle.
    Whenever you are in a settlement, at least one commoner approaches you with a modest gift or bribe and beseeches you to help settle a feud, move a large obstacle, or otherwise make use of your impressive might. In addition to their offering, they are eager to tell you about their home and neighbors.
    Mark of the Wilderness
    You have traveled far and seen much, and those around you can tell.
    You gain a knack die on Intimidation checks.
    In addition, you may always choose to use Strength when rolling an Intimidation or Persuasion check.
    Savage Courage
    Pagans move as fast and determined as a beast on the hunt.
    When a pagan rages and is not wearing heavy armor, other creatures have disadvantage on any ranged attack roll against the pagan, and the pagan can use the Dash action as a bonus action on its turn.
    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.
    Level 5
    Crushing Blows
    Your martial prowess is such that you are able to land attacks to best effect, dealing devastating amounts of damage.
    Your melee weapon attacks score a critical hit on a roll of 19 or 20.
    Extra Attack
    You can attack twice, instead of once, whenever you take the Attack action on your turn.
    Shrug It Off
    Girding yourself when your body is assaulted by more than clenched fists or sharp steel, you defy weakness and overcome.
    When an effect causes you to be frightened, poisoned, or stunned, you can use your reaction to prevent it.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 6
    Lead the Pack
    Your unfaltering actions inspire your teammates to greater efforts.
    You gain a knack die on Athletics and Acrobatics checks made to climb, jump, run, and swim. When your party makes a group Athletics or Acrobatics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Game Master says whether you succeed or fail.
    Mighty
    You turn your toughness into a tool when imposing upon others. You can always choose to use Constitution when making Intimidation checks.
    In addition, when you enter a tavern or other social gathering, you can make a DC 15 Intimidation check while loudly declaring that you are looking for something or someone. On a success, most of the people there look at and otherwise point out whoever they believe is the person you are looking for or the person most likely to know about what you are seeking.
    Unstoppable Rage
    You cannot be restrained while you rage.
    If you are restrained when you enter a rage, the effect ends immediately. Additionally, difficult terrain and magical effects cannot reduce your base walking speed.
  11. jokomaisu

    Rules
    Mountaineer
    Far from cities, ports, and countryside, up the mountains among the mouflons, hircocervi, and ibex, isolated even from the Pagan Plain's barbarians and the woods, the mountaineers roam: extraordinary guides, explorers, and smugglers, agile as wild goats and silent as wolves, with their faithful flask always at their side. In wartime, squads of these rocks-peaks-and-precipices savvy individuals are hired as scouts, spies, dispatch riders, patrolmen, lookouts, and saboteurs, while in peacetime they escort shepherds, travelers, and wanted outlaws in the backwoods, helping them to overcome the most inaccessible mountain ranges.
    “The Mountaineer Path runs forever uphill”, so the proverb says, “...but the bottle makes it flat”.  Among the noble arts that these rude folks of the peaks have learned is that of the distillation of special spirits, obtained from the fermentation of mountain herbs with unique properties that they always carry along. The use of these substances from an early age has given all mountaineers a particular resonance with the various concoctions, and now, with every sip, those give them unique effects that cannot be shared with anyone who's not a mountaineer. These particular concoctions are called "grappanels" from the name of the four-sided grappling hook that a true mountaineer always carries by their side.
    The Mountaineer Table
    Level Proficiency
    Bonus
    Features Rage 1 +2 Agile Sprinter, Rage, Rugged Defense
    2 2 +2 Bounding Strike, Danger Sense, Furious Critical (Disorienting Strike)
    2 3 +2 Ancient Art of the Grappanel, Agitate, Flock Step, Ride Enemy
    3 4 +2 Ability Score Improvement, Furious Critical (Winter's Wrath)
    3 5 +3 Crushing Blows, Down the Hatch, Extra Attack
    3 6 +3 Blend, Furious Critical (Avalanche Momentum), Gruff, Lean Winters
    4 Class Features
    As a mountaineer, you gain the following class features.
    Hit Points
    Hit Dice: 1d12 per mountaineer level
    Hit Points at 1st Level: 12 + your Constitution modifier
    Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per mountaineer level after 1st
    Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: Choose four from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival
    Equipment
    You begin the game with 120 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Agile Sprinter
    You are adept at traversing obstacles while running, able to efficiently and rapidly climb and leap between trees, vines, rooftops, and ropes.
    You gain a knack die on Athletics and Acrobatics checks made to climb, run, and swing.
    Rage
    In battle, you give yourself over to the fury within. On your turn you can use a bonus action to enter a rage.
    While raging, you gain the following benefits if you aren’t wearing heavy armor:
    You have advantage on Strength checks and Strength saving throws. Every round that you remain in rage, at the start of your turn you gain 2 rage hit points. Whenever you take damage, you reduce your rage hit points first, then your regular hit points. Rage hit points stack each round until your rage ends, at which point they dissipate.
    The maximum number of rage hit points you can have at one time is equal to 5 × your mountaineer level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. You gain no benefit from temporary hit points. While raging, you cannot choose to use the Fall Back reaction.
    Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.
    Once you have raged the number of times shown for your mountaineer level in the Rage column of the Mountaineer table, you must finish a long rest before you can rage again.
    Rugged Defense
    While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
    In addition, your speed increases by 5 feet while you aren’t wearing heavy armor.
    At 5th level, your speed increases by an additional 5 feet.
    Level 2
    Bounding Strike
    You leap and bound toward your enemy with animal fury.
    You use an action to move 15 feet in a straight line and make an Acrobatics or Athletics check to jump as you do so. If a creature is within your reach when you land, you can make a melee weapon attack against it using the result of your check instead of an attack roll.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Danger Sense
    You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
    You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
    Furious Critical
    You learn to maximize the effects of your mightiest blows, empowering your critical hits.
    Simple damage isn’t all that a mountaineer can deal in combat. With just the right application of force, a mountaineer can inflict a number of conditions on their opponent. The attack must use a melee weapon that has the heavy, two-handed, or versatile property. Only one Furious Critical can be used per critical hit, unless otherwise stated.
    Avalanche Momentum
    Seizing on the fervor of a well-struck blow, you use your fury to fight all the harder. When you score a critical hit, the next melee weapon attack you make before the end of your next turn is a critical hit on a roll of 17–20. Once you have used this feature, you cannot do so again until you have finished a long rest. Alternatively, you can expend one use of Rage to use this feature. The effects of this Furious Critical can be combined with any other.
    Disorienting Strike
    The force of your attack leaves your target seeing double. When you score a critical hit, your target treats all creatures as though they have half cover (+2 to AC, Dexterity saving throws, and ability checks made to hide). This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with subsequent critical hits.
    Winter's Wrath
    Your fury is so great that it incites the very chill of the mountain peaks to join you. When you score a critical hit, after dealing damage the weapon that dealt the blow is charged with cold.
    The weapon now deals an additional 1d6 cold damage. This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with successive critical hits.
    Level 3
    Ancient Art of the Grappanel
    You always carry your flasks full of spirits with you and you can take a sip from one of them of your choice when you enter a rage. If you do this, for the duration of your rage you get a bonus based on the Grappanel chosen, and you are resistant to psychic damage. You also gain proficiency in brewer supplies.
    Demoncello. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your base walking speed. Gramp's Sgnap. You have resistance to cold damage. Each creature that starts its turn within 10 feet of you takes 1d6 cold damage because of your alpine breath. Storica Rossa. You have resistance to fire damage. When you are hit by a melee attack that deals you damage, you can use your reaction to blow flaming breath against the creature that damaged you. The creature must make a Dexterity saving throw. It takes 2d8 fire damage on a failed save, or half as much damage on a successful one. Stravecchia. You have resistance to necrotic damage. The first creature you hit each turn takes an additional 1d8 necrotic damage from your bad breath. Vincanto. The spirits of ancient mountaineers, commonly known as "Santucci", appear around you and sing along with you in chorus. You have radiant damage resistance and shed dim light within a 10-foot radius. Additionally, when you enter a rage, the spirits cast one of the following spells of your choice, at its lowest level: bless or shield of faith. The spell lasts until the end of your rage and no concentration is required. Agitate
    Many battles have taught you how to spot aggressive body language like a pursed eyebrow, tensed temple, or protruding vein, and you’ve mastered using these cues to unsettle others outside of combat.
    Make an Intimidation check opposed by the Insight check of a creature you can see and hear within 20 feet. On a success, you subtly press the creature to act out.
    What exactly the creature does—back away quickly, blurt out something compromising, draw a weapon, look towards a concealed or disguised companion, protectively touch something it is carrying—is at the Game Master's discretion.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Flock Step
    You are adept at reading the flow of creatures grouped together and can effortlessly sync into a herd or crowd.
    You gain a knack die on Stealth checks made to hide amongst or blend in with a group of 5 or more creatures.
    Ride Enemy
    You leap atop your enemy just as it attacks.
    When a creature at least one size category larger than you attacks you with a natural weapon, you can use your reaction to use the Grab On basic maneuver, making your Strength or Dexterity saving throw with advantage.
    Once you use this feature, you can’t use it again until you finish a long rest.
    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.
    Level 5
    Crushing Blows
    Your martial prowess is such that you are able to land attacks to best effect, dealing devastating amounts of damage.
    Your melee weapon attacks score a critical hit on a roll of 19 or 20.
    Down the Hatch
    As casually as any seasoned alchemist, you pluck the cork from a magical concoction and pour it down your throat or a companion’s.
    You use a bonus action to drink a potion or administer a potion to a creature within reach.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Extra Attack
    You can attack twice, instead of once, whenever you take the Attack action on your turn.
    Level 6
    Blend
    You can sip a blend of two different Grappanel spirits every time you enter a rage and benefit from both effects.
    Gruff
    It’s commonly thought that it’s best not to ask you for too much clarification or detail.
    You can always choose to use Constitution when making Deception checks.
    In addition, when you fail a Deception check against a creature, it makes a Wisdom saving throw against a DC equal to your passive Deception score. On a failure, it thinks twice about your dishonesty and your Deception check becomes a success.
    Lean Winters
    The lessons of the snows have put you beyond mere cold and hunger.
    You gain advantage on saving throws made to resist the effects of cold weather as though you were wearing cold weather gear, but without the disadvantages in hot weather.
    Additionally, you can go without Supply for a number of days equal to 3 + your Constitution modifier (minimum 1) before suffering a level of fatigue.
  12. jokomaisu

    Rules
    Miraculist
    Barring pagans, heretics, followers of ancient cults, foreigners, and the like, the official religion of the Kingdom’s commoners is the Creed, which mainly centers around the worship of the Ternal Father, Saints of the Calendar, and Relics.
    The Creed, which spread over centuries following the Fall of Plutonia and gave birth to several secondary currents and schisms, is currently run by a very informal, respected, and peaceful clergy. Its hierarchy is headed by four patriarchs, each one leading a distinct and independent rite and cult, namely: Barbosian of Tarantasia; Svanzic of the Gray League; Gyrfalcon of Tasinnanta; and Vaticinal of Alazia. The latter, headquartered in Vaticin City near Port Patacca, is the most famous and widespread. The top ranks of the Creed are in the hands of ordinals and horoscopes, surrounded by all sorts of priests, ministers, clerics, monks, friars, prelates, abbots, and hermits.
    It’s all extremely confusing, and the layman tends to understand very little of Brancalonian theologies and hierarchies – as is the case with so many Brancalonian affairs.
    The Kingdom’s religious year is punctuated by the days of the Calendar, each dedicated to a particular Saint or sacred feast. The Saints represent famous individuals of the past: ordinary humans or other mortals who, in the course of their lives, performed miracles and wonders and were canonized by the Creed. According to the latter, each of them has a specific role and characteristics, such as Saint Polenta, patroness of the hungry, and Holy Peace who protects her faithful from battles.
    Owing to their faith in the Ternal Father, miraculists have special powers that make them Saints – or will do, once they are canonized. Miraculists can be secular or religious, children, adults, or elderly people of any race, gender, personal ideals, and alignment. One way or another, they possess divine powers and use them according to their own agenda. Some miraculists serve in the official ranks of the Creed as horoscopes, parish priests, or evangelizers. Others are members of military orders, itinerant gurus, country healers, or army chaplains who roam the Kingdom on their own, or join companies and bands and use their gifts as they think fit.
    In any case, they all know several Invocations of Saints which they use as Spells: these are always accompanied by the name of the saint involved.
     
    The Miraculist Table
    Level Proficiency
    Bonus Features Cantrips
    Known 1st 2nd 3rd 1st +2 Armor of Conviction, Calendar Domain Spells, Call on the Saints, Clerical Charisma, Spellcasting 3 2 - - 2nd +2 Channel Divinity, Principles of Devotion 3 3 - - 3rd +2 Signs of Faith 3 4 2 - 4th +2 Ability Score Improvement, Sacred Office 4 4 3 - 5th +3 Command Undead 4 4 3 2 6th +3 By the Saints!, Extra Channel Divinity 4 4 3 3 Class Features
    As a miraculist, you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per miraculist level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per miraculist level after 1st
    Proficiencies
    Armor: None
    Weapons: Simple weapons
    Tools: Choose one from an herbalism kit, an artisan tool, or a musical instrument
    Saving Throws: Wisdom, and either Intelligence or Charisma
    Skills: Choose two from Culture, History, Insight, Medicine, Persuasion, and Religion
    Equipment
    You begin the game with 125 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Armor of Conviction
    While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
    Also, in addition to the spells you normally prepare, you always have shield of faith prepared.
    Calendar Domain Spells
    You gain access to the Calendar Domain spells at the levels noted in the Calendar Domain Spells table. Once you gain a Calendar Domain spell it is always prepared and doesn’t count against the spells you can prepare each day.
    If you gain a Calendar Domain spell that is not on the cleric spell list, it is considered a cleric spell for you.
    Table: Calendar Domain Spells
    Level Spells 1st protection from evil and good, purify food and drink 2nd enhance ability, lesser restoration 3rd create food and water, dispel magic Call on the Saints
    When a creature hits you with an attack or if you fail a roll you can use your reaction to Call on the Saints, and good-naturedly invoke their help. You can add your Wisdom modifier to the result of the failed roll or subtract it from the target’s attack roll.
    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
    Clerical Charisma
    Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC.
    Spellcasting
    Sanctioned by the highest powers, you can cast spells to enact sacred miracles.
    Cantrips
    You know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Miraculist table.
    In addition to these, you also know the thaumaturgy cantrip.
    Preparing and Casting Spells
    The Miraculist table shows how many spell slots you have to cast your cleric spells. To cast one of these cleric spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your miraculist level (minimum of one spell). The spells must be of a level for which you have spell slots.
    Casting spells doesn’t remove them from your list of prepared spells.
    You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.
    Spellcasting Ability
    Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier
    Ritual Casting
    You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. You can also cast the ceremony spell as a ritual whether you have the spell prepared or not.
    Spellcasting Focus
    You can use a holy symbol as a spellcasting focus for your cleric spells.
    Level 2
    Channel Divinity
    You are able to channel the energy of your greater entity directly and use it for a variety of magical effects. You start with Turn Undead and Recite the Calendar.
    You may choose which Channel Divinity effect to create each time you use this feature. You must then finish a short or long rest before you’re able to Channel Divinity again.
    The DC for Channel Divinity effects is the same as your miraculist spell save DC.
    Turn Undead
    As an action, you present the holy symbol of your greater entity and speak a divine word, rebuking the undead. Each undead creature within 30 feet that can see or hear you must make a Wisdom saving throw. If the creature fails it is turned for 1 minute or until it takes damage from any source.
    A turned creature must use its turns trying to move as far away from you as possible. It cannot willingly move to a space within 30 feet of you. It also cannot take reactions. On its action, it can use only the Dash action or try to escape any effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
    Recite the Calendar
    You can use Channel Divinity to help your companions. A number of creatures that are friendly to you equal to your Wisdom modifier have advantage on a roll of their choice to be made by the end of their next turn.
    Principles of Devotion
    After much contemplation and communion with your greater entity, you pledge to uphold certain standards of behavior beyond what is necessary for adventure. In return, your greater entity grants you one of the following related boons. When you fail to uphold this pledge, you lose any benefits from it until 24 hours after you finish a long rest and rededicate yourself. Choose one of the following.
    Merciful
    In exchange for forgoing bloodshed—torture, attacking unconscious creatures, and dealing lethal wounds to creatures you reduce to 0 hit points—you are yourself granted mercy. When you have already succeeded on two death saving throws, you have advantage on death saving throws.
    Rule of Ritual
    You make formal religious observances and perform ritual timekeeping. You can spend 1 hour during a long rest to make these observances, and if you do you only need 4 hours of sleep instead of the normal 6. You learn the guidance cantrip if you do not already know it, and when you grant knack dice with a spell of 1st-level or higher, the knack die you grant increases by one step.
    Level 3
    Signs of Faith
    You gain a sign of faith of your choice.
    Gentle Healer
    During a short rest, you can spend uses from your healer’s satchel to aid your allies in their recovery. A creature you choose may roll expended Hit Dice twice, taking the higher result. You may not expend your own Hit Dice while using this feature, since you use all of your energies to heal your companions.
    Graceful Fall
    Falling from a height greater than 30 feet causes your greater entity to intervene. You are protected as if by the feather fall spell. This sign does not use your reaction.
    Monastic Austerity
    Your greater entity acts as a buffer to shield you from hardship or your religious self-discipline sustains you even during harsh times. Preventing the first level of fatigue you would take each day.
    Soothing Words
    Your divinely-inspired counsel and wise advice can calm troubled minds. You may reduce one ally’s strife by one level. Once you use this feature, you cannot do so again until you finish a long rest.
    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.
    Sacred Office
    Your mission has taken root and is known through much of the land, conveying rumors both good and ill about your deeds. Choose one of the following.
    Engaging Proclaimer
    Your recitations of divine stories, songs, or chants quickly build and hold an audience’s attention, whether you are speaking to a packed tavern or a smaller gathering. You gain a knack die on Performance checks to gather and hold the attention of 2 or more people. In addition, you gain two skill specialties, chosen from Performance and Religion.
    Reputation
    Your reputation for talented ministry and good works precedes you. Common folk frequently recognize you on sight and those who do often have a friendly disposition towards you. They often ask you for counsel, favors, and blessings. The disposition of people they introduce you to is one stage better than normal (the indifferent become friendly, the hostile become indifferent).
    Level 5
    Command Undead
    If you choose, creatures you turn instead regard you as their master for the duration. While they are under this effect, you may use your action to issue simple commands (no more than a sentence or two) that they are compelled to obey. They will not take any action that is obviously harmful to them, and so will not leap from a great height, jump onto a sword, or purposefully self-inflict any damage. They follow the command until you issue a new one.
    Level 6
    By the Saints!
    You can use Call on the Saints when a friendly creature you can see within 30 feet of you, fails a roll or is hit by an attack. Additionally, you regain any Call on the Saints expended uses when you finish a short rest or a long rest.
    Extra Channel Divinity
    You can use your Channel Divinity twice between rests.
  13. jokomaisu

    Rules
    Matador
    Matadors are expert hunters. They capture beasts and monstrosities from the depths of the wilds, take them to cities, and sell them for combat, or to circuses, or as disturbing defenders for fortresses. They are also masters at fighting such monsters in arenas, well knowing how to hit, hurt, and infuriate their prey in a spectacular manner. In addition, matadors are skilled at training these creatures, and are gifted circus hucksters and entertainers, even during the cruelest arena spectacles.
    For this reason, matadors often live on the fringes of society: they are brutal, unfriendly, and violent, equally despised by hunters, gladiators, and gamekeepers. It is said that the most skilled matadors come from Penumbria, where they are accustomed to a lethal and horrifying fauna, compared to which wolves, bears, and catsnakes are cute little critters.
    Following the tracks of monsters and ferocious beasts, setting traps, capturing their prey live, transporting and training them, then using them in fairs, fights to the death, bullfights, and hunting shows: this is how matadors live.
    The Matador Table
    Level Proficiency
    Bonus
    Features 1 +2 Familiar Terrain, Guide, Healing Salves, Studied Adversary
    2 +2 Accuracy Bonus, Accuracy Reserve, Farshot Stance, Hunter's Target, Survivalist
    3 +2 Eye of the Matador, Master of Performance, Warning Strike
    4 +2 Ability Score Improvement, Fearsome Mysticism, Build Shelter
    5 +3 Extra Attack, Gaze of Conviction, Swift Feet
    6 +3 Adversarial Focus, Game Hunting, Relentless Pursuit
    Class Features
    As a Matador, you gain the following class features.
    Hit Points
    Hit Dice: 1d10 per matador level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per matador level after 1st
    Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Choose one from herbalism kit, navigator’s kit, poisoner’s kit, and a musical instrument
    Saving Throws: Strength, Dexterity
    Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
    Equipment
    You begin the game with 150 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Familiar Terrain
    When making an Intelligence or Wisdom check related to a natural terrain, you gain a knack die if using a skill you’re proficient in. While traveling in a natural terrain, you gain the following benefits:
    Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling, you remain alert to danger. Your passive Perception increases by 2. If you are traveling alone, you can move stealthily at a normal pace. When you Hunt and Gather, you find twice as much Supply as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Guide
    While traveling, when you would have a failure or critical failure for a Scout journey activity, you succeed instead, and you can Scout while engaged in any other journey activity.
    Healing Salves
    Once between long rests you can spend an hour to collect natural ingredients and concoct an ointment that speeds healing. This salve is potent for 24 hours and has a number of uses equal to 1 + your Wisdom modifier. As an action, you can use the salve to restore 1d4 hit points to a creature within reach.
    Studied Adversary
    You have significant experience studying, tracking, hunting, and even communicating with your enemies.
    Choose a type of adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively,
    you can select two humanoid heritages (such as morgants and sylvans) as studied adversaries.
    You have advantage on Survival checks to track your studied adversaries, as well as on ability checks to recall information about them. You also learn to communicate with basic words in a language of your choice that is spoken by your studied adversaries, if they speak one at all.
    During a long rest, you can replace a current studied adversary with a new one.
    Level 2
    Accuracy Bonus
    When you make a weapon attack, you can use your reaction to gain an attack bonus or damage bonus as shown on the Accuracy Bonus table.
    Between long rests, you have a number of uses equal to your Wisdom modifier (minimum 1).
    Table: Accuracy Bonus
    Bonus Cost +1 hit or +1d6 damage 1 use +2 hit or +3d6 damage 2 uses +3 hit or +5d6 damage 3 uses Accuracy Reserve
    If you have not moved since the beginning of your last turn, you gain a +1 bonus to weapon attack rolls until the end of your turn. You lose this bonus if you move.
    Farshot Stance
    By arching your back and stretching your arms to their fullest extent, you make your ranged weaponry travel further than usual.
    You use a bonus action to activate this stance. When you use a weapon to make a ranged attack, increase its normal range by 20 feet and long range by 50 feet. 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.
    Hunter's Target
    You can use your bonus action to focus your attention on a specific enemy. Choose a creature you can see within 90 feet to mark as your quarry. For 1 hour, you are focused on this creature. You gain a +1 bonus to weapon attack rolls against the creature, and your weapon attacks against it deal an extra 1d6 damage. In addition,
    you have advantage on Perception and Survival checks you make to find it. If the creature drops to 0 hit points before the hour ends, you can use a bonus action to mark a new quarry.
    Once you use this feature, you can’t use it again until you finish a short or long rest.
    Survivalist
    When traveling you may undertake two journey activities instead of one. Both activities must be from the following list: Befriend Animal, Harvest, Hunt and Gather, Scout.
    Level 3
    Eye of the Matador
    You gain the ability to focus your efforts on killing a single prey. As a bonus action, you can choose a creature that you can see within 60 feet of you. For 1 minute, you gain the following bonuses against the chosen creature:
    You add your proficiency bonus to damage. Your weapon attacks against the creature score a critical hit on a roll of 19 or 20 on the d20. You add your Wisdom modifier to your AC against attacks made by the creature. Once you use this feature, you can't use it again until you finish a short or long rest.
    Master of Performance
    You gain proficiency in Animal Handling and Performance. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
    Warning Strike
    When an opponent opens themself up to a reflexive strike you can deliver a blow that shakes them to their core and forces them to hesitate.
    When a hostile creature that you can see moves out of your reach, you can use your
    reaction to make a melee weapon attack and on a hit its Speed is reduced to 0 until the start of its next turn.
    Once you use this feature, you can’t use it again until you finish a long rest.
    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.
    Fearsome Mysticism
    Your uncanny abilities and single-minded focus can be unnerving to the uninitiated. You gain a knack die on Intimidation checks against any creature that is neither proficient in Arcana nor casts spells.
    Build Shelter
    You can spend a day (8 hours) building a basic shelter that protects up to 8 people from the elements and reduces the likelihood of attack from monsters and
    bandits. The shelter counts as a haven. It lasts for as long as it is needed but falls apart permanently after being left for a month unattended.
    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.
    Gaze of Conviction
    You lock eyes with an opponent with a fury so potent that it cannot be ignored.
    You use a bonus action to stare down a creature you can see within 30 feet, and if it can see you it makes a Wisdom saving throw. On a failure, the creature is compelled to attack you. On its turn the creature moves towards you and makes as many attacks against you as it can.
    The effects of this maneuver end when you attack a different creature or the creature is unable to attack you.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Swift Feet
    You can use your bonus action to move with greater agility. For 1 minute, your movement doesn’t provoke opportunity attacks. You can choose to end this effect early to either increase your Speed by 30 feet until the end of your turn or gain advantage on a weapon attack.
    Level 6
    Adversarial Focus
    You gain an additional studied adversary, and you gain a +1 bonus on weapon attack rolls made against your studied adversaries.
    Game Hunting
    You have advantage on any check made to locate or catch local game animals in the wild and gain the following features:
    You have proficiency with nets, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a net. You can use a 30-foot length of rope or strong vine as a lasso and try to grapple a creature within 20 feet of you. As long as a creature is grappled by your lasso, it is also restrained. The lasso has AC 13 and 7 hit points. It is vulnerable to slashing damage and resistant to bludgeoning damage. If the lasso drops to 0 hit points, it is destroyed. When you use the Attack action and attack with a dual-wielding weapon, you can use a bonus action to attack with a net or use a lasso you are holding. Relentless Pursuit
    Once you have successfully picked up the tracks of a creature, you are able to follow those tracks without any need for further checks for a period of up to 7 days.
  14. jokomaisu

    Rules
    Knight-Errant
    Beggars and paupers in dire straits are not the only people you meet in the streets of the Kingdom and in the Bounty Brotherhood. There are Knaves of noble descent, offspring of fallen families and cadet sons launching into adventures, with their high ideals, weapons and banners of their lineage in plain sight, and their rump on an old jade.
    Generally more cultivated than most of the populace, and armed with robust ambitions and moral principles, these rambling knights are the beggars’ aristocracy, and often demand to be treated as such.
    The almost-supernatural talent they display in battle arises more from valor and determination than from powers conferred by the Ternal Father.
    Knights-errant are swords for sale, vagabonds ever seeking worthy enterprises. They have firm ideals and very clear values. The Knight-errant’s Tenets sanction the key points of their mission.
    Tenets of the Knightly Erring
    Erring. The world is large and must be explored. Traveling, experiencing adventures, and living by the day are not a fallback: they’re a choice.
    Brotherhood. Defend people from threats and injustice, whether coming from monsters, marauders, or tyrants.
    Castigating. Make worthy amends for your wrong-doings, unleash your wrath on those of others.
    Audacity. Don’t shy away from feats or challenges. It is from your deeds that troubadours will draw inspiration for their songs.
     
    The Knight-Errant Table
    Level Proficiency
    Bonus
    Features Smite
    Damage 1 +2 Divine Sense, Lay on Hands, Spellcasting
    - 2 +2 Divine Smite, Mounted Charge
    1d8 3 +2 Channel Divinity, Oath Spells, Undaunted
    1d8 4 +2 Ability Score Improvement, Empowered Smite, Rearing Menace
    1d8 5 +3 Devout, Extra Attack, Glorious Purpose
    2d8 6 +3 Sacred Aura
    2d8 Class Features
    As a knight-errant, you gain the following class features.
    Hit Points
    Hit Dice: 1d10 per knight-errant level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per knight-errant level after 1st
    Proficiencies
    Armor: Light armor, medium armor, heavy armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Two musical instruments of your choice, or 1 musical instrument and any other tool
    Saving Throws: Wisdom, Charisma
    Skills: Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Medicine, Persuasion, and Religion
    Equipment
    You begin the game with 200 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Divine Sense
    Choose one of the following sets of enemies: celestials and fiends, fey and elementals, or aberrations and undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number, type, or location. As a bonus action, you can briefly enhance your senses to learn the location, number, and type of any creatures of your chosen types within 30 feet of you. When you do so, creatures of those types that are within range make a Wisdom saving throw against your spell save DC, with advantage if the creature’s CR is higher than your herald level. On a failed save, you also learn the creature’s identity. Within the same radius, you also detect any locations that have been consecrated or desecrated, as with the hallow spell. 
    You can activate this feature a number of times equal to your Charisma modifier, and regain spent uses upon finishing a long rest. Upon finishing a long rest, you may also swap your chosen set of creature types for another.
    Lay on Hands
    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your knight-errant level × 5.
    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
    This feature has no effect on undead and constructs.
    Spellcasting
    You have learned to draw on divine magic through meditation and devotion to your oath.
    Table: Knight-Errant Spellcasting
    Level Cantrips
    Known 1st 2nd 1st 2 2 - 2nd 2 2 - 3rd 2 3 - 4th 2 3 - 5th 3 4 2 6th 3 4 2 Cantrips
    At 1st level, you know two cantrips of your choice from the paladin spell list. You learn additional paladin cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Knight-Errant Spellcasting table.
    Preparing and Casting Spells
    The Knight-Errant Spellcasting table shows how many spell slots of each level you have to cast your spells. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spent spell slots upon finishing a long rest.
    You can prepare a number of spells equal to your Charisma modifier + half your knight-errant level, rounded down (minimum 1 spell). The spells must be of a level for which you have spell slots and must be chosen from the paladin spell list. 
    You can change the spells you have prepared whenever you take a long rest. Preparing a new list of spells requires you to spend time reflecting in meditation; at least 1 minute per spell level for each new spell on your list.
    Spellcasting Ability
    Charisma is your spellcasting ability for your paladin spells since their power is derived from your dedication to your oath. 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 paladin 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 a holy symbol as a spellcasting focus for your paladin spells.
    Level 2
    Divine Smite
    Whenever you hit a creature with a weapon attack you can choose to deliver a divine smite that deals an additional 1d8 radiant damage. The amount of extra damage increases as you gain levels in this class, as shown in the Smite Damage column of the Knight-Errant table. 
    You can use this feature a number of times equal to your proficiency bonus, and regain spent uses upon finishing a long rest. 
    Mounted Charge
    You charge your foe using your mount’s strength and swiftness to add power to your attack.
    You must be mounted to use this maneuver. 
    You use an action to take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.
    Move up to your mount’s Speed in a straight line. If at the end of your movement there is a creature within your reach, the first attack you make against it as part of this maneuver has advantage. 
    You can’t take the Dash action and use this maneuver on the same turn.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 3
    Channel Divinity
    You gain the following two Channel Divinity options.
    Inspire Comrades
    As an action, you can use your Channel Divinity to wield your weapon and inspire your allies. When you take this action, you can choose up to six friendly creatures (you can include yourself ) within 30 feet of you, who can see, hear, and understand you. Each target gains a number of temporary hit points equal to your Charisma modifier, becomes immune to being frightened, and has advantage on all Wisdom saving throws, for 1 minute.
    Protect the Needy
    You can use your Channel Divinity to commit to the defense of a needy creature. As a bonus action, you can stand up in defense of a creature you can see. For 1 minute, as long as the creature is within 5 feet of you, all attacks made against that creature have disadvantage.
    Oath Spells
    You gain oath spells at the knight-errant levels listed. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
    Oath of the Knight-Errant Spells
    Level Oath Spells 3rd bless, command 5th find steed, pass without trace Undaunted
    While exploring a place that you have never been to before, you can use your reaction to gain advantage on ability checks and attack rolls until the end of your next turn. You can do so a number of times equal to your Wisdom modifier, and regain spent uses upon finishing a long rest. 
    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.
    Empowered Smite
    You are able to manipulate magic to add extra power to your smites. Whenever you would use your Divine Smite feature, you can choose one of the following effects. Once you have used this feature you can’t do so again until you finish a long rest. Alternatively, you can empower a smite by expending a spell slot of 1st-level or higher. 
    Some empowerments require your target to make a saving throw to resist some of the effects of the empowerment. The DC for these saving throws is the same as your knight-errant spell save DC.
    Igniting Smite
    Your smite instead deals fire damage, and the target must make a Constitution saving throw at the start of each of its turns or take 1d6 fire damage. On a successful save, it takes no damage and the fire is extinguished. The fire can also be put out as an action or by the environment and extinguishes itself after 1 minute. 
    Marking Smite
    Your smite causes the target to shed bright light for 5 feet, and dim light for an additional 5 feet. The effect lasts for up to 1 minute, or until you target another creature with a weapon attack. As long as the effect lasts, the target gains no benefit from invisibility and has disadvantage on checks made to hide.
    Repelling Smite
    Your smite instead deals force damage, and the target must make a Strength saving throw or be pushed back 10 feet and knocked prone. On a successful save, the target is knocked back only 5 feet and is not knocked prone.
    Rearing Menace
    You rear your mount, intimidating nearby opponents.
    You must be mounted to use this maneuver. 
    You use an action to take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.
    Choose a number of creatures equal to your proficiency bonus that are within 20 feet. Each creature makes a Wisdom saving throw. On a failure, a creature is frightened until the end of your next turn. 
    A creature of the same size as your mount or larger has advantage on the saving throw.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 5
    Devout
    You gain proficiency in the Persuasion skill. You have advantage when using this skill to influence others by discussing your oath or deity, and witnesses that hear your words are inspired to share any useful or important information they might have.
    Extra Attack
    You can attack twice instead of once whenever you take the attack action on your turn.
    Glorious Purpose
    When you agree to undertake a quest that specifically fulfills the tenets of the knightly erring, you gain proficiency with a skill that will be crucial to completing that quest. If you are already proficient with the skill, you gain a knack die instead. The benefits do not change until the quest has been completed.
    Level 6
    Sacred Aura
    You are able to manifest an aura that aids you and your allies. Each aura has a radius of 15 feet, is centered on you, and you must be conscious for you and your allies to benefit from it. You can have only one of the following auras active at a time and can change which aura is active whenever you finish a long rest.
    Aura of Courage
    You and allies within range cannot be frightened.
    Aura of Resistance
    You and allies within range of your aura gain a bonus on saving throws equal to your Charisma modifier (+1). 
    Aura of Willpower
    You and allies within range cannot be charmed.
  15. jokomaisu

    Rules
    Jinx
    Northerners by the name of warlocks who reach the lands of the Kingdom are better known south of the Crown Mountains as jinxes. They are powerful and feared conjurers, capable of casting curses and misfortunes with a mere sideways glance, a false and envious word, the touch of annoyance and remorse.
    All their power derives from “Madame Jinx”, the Misfortune that deflects human destinies toward the darkest outcomes, and against which even invocations of all the Saints of the Calendar are useless.
    Commonly found in Volturnia, with its long tradition of conjurations and superstitions, jinxes also find employment in Tarantasia, or wherever they are needed to cast the evil eye against opponents of all kinds.
    For the Creed, Misfortune is only a saying or an abstract concept, but everyone in the Kingdom knows how very real it is, and how terrible its consequences are. They say that Madame Jinx “has excellent eyesight” and offers her powers to jinxes for the kick of watching ill luck hitting here and there. Having made a pact with Madame Jinx, jinxes are not afraid to wield Misfortune.
     
    The Jinx Table
    Level Proficiency
    Bonus Features Cantrips
    Known Spells
    Known Spell
    Points Spell
    Level 1 +2 Eldritch Disturbance, Evil Eye, Misfortune Expanded Spells, Pact Magic 2 2 2 1st 2 +2 Devil's Sight, Mask of Many Faces 2 3 4 1st 3 +2 Mirror, Mirror, Pact of the Chain 2 4 6 2nd 4 +2 Ability Score Improvement, Beguiling Influence 3 5 8 2nd 5 +3 One with Shadows, Vicious Blast 3 6 10 3rd 6 +3 Eldritch Riposte, Misfortune Touch 3 7 11 3rd Class Features
    As a jinx you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per jinx level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per jinx 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
    Eldritch Disturbance
    You can use an action to strike a creature you can see within 60 feet with a reality-distorting curse, blending pain both mental and physical. The target makes a Wisdom saving throw, taking 1d10 force damage on a failure, or half damage on a success.
    Evil Eye
    Your patron grants you the power to spread doubts in an opponent's mind. You use a bonus action and choose a creature within 40 feet of you that can hear you. The target has disadvantage on the next saving throw it makes against a spell you cast. You regain the ability to use this feature again after a short or long rest.
    Misfortune Expanded Spells
    The Misfortune 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: Jinx Expanded Spell List
    Spell Level Spells 1st bane, sleep 2nd blindness/deafness, spike growth 3rd animate dead, bestow curse 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 Jinx table.
    Spell Points
    The Jinx 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 Jinx 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 Jinx 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
    Devil's Sight
    You can see normally in all types of darkness (including magical) to a distance of 120 feet.
    Mask of Many Faces
    You can cast disguise self without spending spell points.
    Level 3
    Mirror, Mirror
    Using a reflective object, such as an ordinary mirror or the smooth surface of water, you can commune with your patron or their emissary. You may do so during a short or long rest, receiving or conveying information related to your master’s bidding. This entity may also use such surfaces to bridge communication with you on its own terms.
    You can also use this invocation to cast augury without spending spell points. Casting the spell in this way does not require material components, although you do need a reflective surface by which your patron might appear to you. Once you cast the spell in this way, you cannot do so again until you finish a long rest.
    Pact of the Chain
    You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, sprite, or any Tiny creature of CR 1/2 or less. You can also opt for the spirit you call forth to be an aberration, elemental, or undead.
    When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.
    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.
    Beguiling Influence
    You gain proficiency in Deception and Persuasion.
    Level 5
    One with Shadows
    You can use an action to become invisible while you are in an area of dim light or darkness. Your invisibility lasts until you move, take an action, or use your reaction.
    Vicious Blast
    Your Eldritch Disturbance’s damage increases by 1d10.
    This feature otherwise counts as Extra Attack (for the purpose of qualifying for feats, spell effects, and the like).
    Level 6
    Eldritch Riposte
    When a creature you can see within 30 feet deals damage to you, you can use your reaction and spend spell points to use your Eldritch Disturbance against it. Instead of the normal damage, you deal 1d10 force damage for every 1 spell point spent activating this feature (up to a maximum equal to your proficiency bonus).
    Misfortune Touch
    You use a bonus action to invoke your patron to bring great and unspeakable misfortune. For a moment, a ghostly figure seems to appear behind you, putting a diaphanous hand on your shoulder. You emanate an aura of intense misfortune in a radius of 20 feet for a number of rounds equal to your Charisma modifier.
    Any creature that you choose, except you, within the Misfortune Touch area, has disadvantage on all attack rolls, ability checks, and saving throws. When the effect ends, Madame Jinx calls in your debt, and you drop to 0 hit points. Once you have used this feature, you can’t use it again until you finish a long rest.
  16. jokomaisu

    Rules
    Heresiarch
    The Creed is a religion of extreme tolerance and openness, dedicated more to good living, preaching, and collecting alms than persecutions, inquisitions, and religious wars. However, if there is one thing that the clergy and the faithful cannot bear, it's the Heresiarchs: sorcerers who adore and draw power from Lucifuge, Archdevils, Malacodas, and the whole pseudo-monarchy of Inferno's devils. These characters often plot the worst atrocities and iniquities and cultivate their abilities to pursue deadly sins and transgressions against all the Kingdom's inhabitants. In many cases, they are also leaders of heretical sects and secret cults seeking religious goals and giving other kinds of sorcerers, magicians, and followers of the Mothers a bad name. It is also true that these powers are inborn in such individuals, but the path of perdition is neither necessary nor predestined for them. Indeed, if even the devils can leave Inferno and live as ordinary people in the Kingdom, those who have just a drop of diabolical blood in their veins could surely do as well: evil, apparently, is never innate…
    Perhaps the Heresiarchs are Malebranches who have made the Great Refusal and retained some infernal powers or are their descendants. Perhaps the sorcerer, or one of his ancestors, made a Pact with an Archdevil or a Befana, and the malevolent spark of the dark world still flows in his blood. Perhaps the Knave was conceived during witchcraft rituals that it is better not to know about, or one of their ancestors may have spent too much time in Hell or in the company of its inhabitants… The fact is that the power of the sorcerer derives from their diabolical origin, a lineage that can never be changed or removed, despite what the sorcerer tries to do about it.
     
    The Heresiarch Table
    Level Proficiency
    Bonus Sorcery
    Points Features 1 +2 0 Heresy Stigma, Infernal Magic, Spellcasting 2 +2 2 Font of Magic, Manifestation 3 +2 3 Daunting Energy, Metamagic 4 +2 4 Ability Score Improvement, Arcane Tracker 5 +3 5 Additional Metamagic 6 +3 6 Deep Font, The Ninth Gate Class Features
    As a heresiarch, you gain the following class features.
    Hit Points
    Hit Dice: 1d6 per heresiarch level
    Hit Points at 1st Level: 6 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per heresiarch level after 1st
    Proficiencies
    Armor: None
    Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    Tools: None
    Skills: Choose two from Arcana, Deception, Insight, Intimidation, Performance, Persuasion, and Religion
    Saving Throws: Constitution, Charisma
    Equipment
    You begin the game with 100 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Heresy Stigma
    You have darkvision out to a range of 120 feet and you gain proficiency in the Deception skill.
    Infernal Magic
    You gain new spells when you reach specific levels in this class, as indicated in the Infernal Spells table. Each spell is treated as a sorcerer spell but does not count against the maximum number of a sorcerer’s spells known. You can’t replace these spells when you gain a new level in this class.
    Table: Infernal Spells
    Level Spells 1st charm person, disguise self 2nd enthrall, suggestion 3rd fear, phantom steed Spellcasting
    You have awoken latent magic within yourself caused by something you were exposed to, a quirk of an ancestor that has now manifested in you, supernatural experimentation, or something else entirely. This conduit, which you may not yet fully understand, fuels your spellcasting.
    Table: Heresiarch Spellcasting
    Level Cantrips
    Known Spells
    Known 1st 2nd 3rd 1st 4 2 2 - - 2nd 4 3 3 - - 3rd 4 4 4 2 - 4th 5 5 4 3 - 5th 5 6 4 3 2 6th 5 7 4 3 3 Cantrips
    You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
    Spell Slots
    The Heresiarch table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these sorcerer 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 of 1st-Level and Higher
    You know two 1st-level spells of your choice from the sorcerer spell list.
    The Spells Known column of the Heresiarch table shows when you learn more sorcerer 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
    Spellcasting Ability
    Charisma is your spellcasting ability for your sorcerer spells, as your magic is fueled by an attunement to your very soul. 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 sorcerer 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 as a spellcasting focus for your sorcerer spells.
    Level 2
    Font of Magic
    You’ve begun to understand the well of power within you that you draw from to cast your magics. Up until now, it’s just been something abstract, maybe hardly understood, but now you can use it in a precise manner to fuel your magics. It grants you a new resource in the form of Sorcery Points, as well as a way to use them.
    Sorcery Points
    You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Heresiarch table. You can never have more Sorcery Points than shown on the table for your level. You regain all spent Sorcery Points when you finish a long rest.
    Flexible Casting
    You can use your Sorcery Points to gain additional spell slots, or sacrifice spell slots to gain additional Sorcery Points. 
    Conversion. You can transform unexpended Sorcery Points into one spell slot, or vice versa, as a bonus action. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, or the value of sacrificing a spell slot for Sorcery Points.
    Table: Creating Spell Slots
    Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 Manifestation
    You choose one of the following manifestations, which represents a kind of energy you are especially effective at producing. When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change the damage type to your manifestation’s damage type.
    Blizzard (Cold)
    When you cast a spell that deals cold damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes cold damage from the spell, it is also chilled, reducing its movement speeds by 10 feet for a number of rounds equal to the level of the spell (minimum 1 round).
    Corrosion (Acid)
    When you cast a spell that deals acid damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes acid damage from the spell, its Armor Class is reduced by 2 until the end of your next turn. 
    Hurricane (Lightning or Thunder)
    You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 sorcery point to produce a thunderous blast around you. Large or smaller creatures within 5 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked prone . 
    Inferno (Fire)
    When you cast a spell that deals fire damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes fire damage from the spell, it is also set ablaze, taking 2d4 ongoing fire damage for a number of rounds equal to the spell’s level, or until it uses an action to put itself out.
    Venom (Poison)
    When you cast a spell that deals poison damage, you can spend 1 sorcery point, causing creatures immune to poison damage to take half damage, and creatures resistant to poison damage to take full damage.
    Level 3
    Daunting Energy
    You gain a knack die on Intimidation checks. If you fail an ability check or saving throw against a creature trying to intimidate you, or against an effect that would cause you to become frightened, you can spend 1 sorcery point to immediately reroll the check or save.
    Metamagic
    You gain the ability to twist your spells to suit your needs. You gain two minor Metamagic options and one moderate Metamagic option. When you gain a level in this class, you can replace one Metamagic option with another, instead of replacing a spell.
    You can use only one Metamagic option on a spell when you cast it unless otherwise noted.
    Minor Metamagic
    Delayed Spell. When you ready a spell, you can spend 1 sorcery point. The spell can be held for up to 1 minute, instead of 1 turn.
    Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. Alternatively, if you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 20 feet.
    Persistent Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double the duration, to a maximum of 24 hours.
    Reliable Spell. When you roll a 4 or lower on a spell attack, you can spend 1 sorcery point to reroll the attack. You can use Reliable Spell even if you have already used a different Metamagic option during the casting of the spell.
    Subdual Spell. When damage from one of your spells reduces one or more creatures to 0 hit points, you can use your reaction and spend 1 sorcery point to stabilize one of the creatures knocked unconscious by it.
    Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any vocalized or seen components.
    Treacherous Spell. When you cast a spell, you can spend 1 sorcery point to alter its components in subtle ways. A creature attempting to identify the spell based on its components perceives it as a different spell of your choice, of the same or lower level. Attempts to counterspell this spell are made at disadvantage.
    Moderate Metamagic
    Careful Spell. When you cast a spell with an instantaneous duration that affects an area, you can spend 1 sorcery point, and choose a number of creatures up to your Charisma modifier in the area (minimum of one creature). A chosen creature is unaffected by the spell.
    Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
    Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Sorcery Points to give one target of the spell disadvantage on its first saving throw made against the spell.
    Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery Points to change the casting time to 1 bonus action for this casting.
    Reflexive Spell. Immediately before rolling initiative, you can spend 2 Sorcery Points to cast a spell of up to 3rd-level that has a casting time of 1 action or 1 bonus action. The spell activates before any other actions in initiative, but doing so uses your action for your first turn in the combat.
    Refracting Spell. When you cast a spell that involves a spell attack roll and targets only a single creature, you can spend an additional 2 Sorcery Points. If the spell hits, a creature within 5 feet of the original target takes half the spell’s damage.
    Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range of Self, you can spend a number of Sorcery Points equal to the spell’s level (or 1 for a cantrip) to target a second creature in range with the same spell.
    To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray are ineligible, but ray of frost can be modified by Twinned Spell.
    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.
    Arcane Tracker
    Choose one of the following:
    Lingering Touch
    When you encounter a shed piece of a creature (such as a lock of hair, bloody bandage, a scale, or a tooth), you can touch that object and instantly attune to it as if it were a magic item. If you are carrying the shed piece and attuned to it when you see the creature from which it originated, you immediately know that it belongs to that creature, at which point the attunement ends. You may learn additional cryptic information from being attuned to such things.
    Mage Hunter
    When tracking a creature that can cast at least 1 spell, you can attempt to do so by focusing on the mystic energy it leaves in its wake, allowing you to use your Charisma for any ability checks made to track it.
    Level 5
    Additional Metamagic
    You gain another minor Metamagic option.
    Level 6
    Deep Font
    You can reach beyond your limits to draw more power from within. When you finish a short rest, you may expend a number of Hit Dice up to your Charisma modifier to regain some of your magic essence. For each hit die expended in this way, you regain 2 Sorcery Points. Once you have used this feature, you cannot do so again until you finish a long rest.
    The Ninth Gate
    You gain the ability to infuse your spells with the echoes of the terror and agony felt by the damned souls. When you cast a spell that deals damage, you can spend 1 sorcery point to change the type of damage dealt to psychic damage.
  17. jokomaisu

    Rules
    Harlequin
    They say that the first “harlequin” was a certain Alichino (“bentwings”), a malebranche escaped from Inferno and rumored to have started roaming the Kingdom with a company of street actors, bringing villages an unprecedented type of performance with colorful costumes, gibes, take-downs, pranks, and pirouettes. His showy attire and dark, mask-like face paved the way for all future Harlequins, the costumed characters of the Comedy of Art, performers of canovaccio shows on stage and street, each with a typical, caricatural name, personality, and appearance.
    Harlequins are so widespread that every city or region has its typical masks; many thespian companies stage harlequinades, whose best actors are celebrated and sought-after by prestigious theaters; meanwhile, scores of playwrights are penning increasingly elaborate costumed shows. 
    Bards, comedians, acrobats, and entertainers who favor this kind of show over more classical musical performances are now generically known as “harlequins”, and are members of College of Carnival, an informal union of such artists, mimes, and actors.
    Harlequinades have a host of different masks and their best actors are always inventing new ones. Though staged all year round, these shows are typical of Kingdom's Carnevale.
    The most famous of these masks are Hunterine and Redmoustache; Skillet and Ovenbird; Doctor Longjohns; Redingotte and his Minions; Scroogey and the Waifs; Calandron, and many others. Harlequins are free to invent or modify their masks and choose their names and special characteristics.
    A typical tool used by harlequins is the slapstick, a perfectly harmless truncheon-like object that emits a loud clacking noise, distracting spectators and making them laugh.
    The Harlequin Table
    Level Proficiency
    Bonus
    Features Battle
    Hymns 1 +2 Art Speciality, Bardic Inspiration (d6), Battle Hymn, Spellcasting
    1 2 +2 Jack-of-All-Trades, Showoff, Varied Expertise (1)
    1 3 +2 College of Carnival, Slapstick, Unarmored Defense
    1 4 +2 Ability Score Improvement, Bardic Legend, Battle Hymn Focus
    2 5 +3 Bardic Inspiration (d8), Font of Inspiration, Key Change
    2 6 +3 Honeyed Words, Silence Please, Varied Expertise (2), Widely Known
    2 Class Features
    As a harlequin, you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per harlequin level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per harlequin 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 Harlequin table. Whenever you gain a harlequin 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
    Harlequin 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: Harlequin 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 Harlequin Spellcasting table.
    Spell Slots
    The Harlequin 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 Harlequin 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).
    Showoff
    Choose one skill you are proficient with. You gain a knack die on checks made using the chosen skill. 
    In addition, when you succeed on an Acrobatics or Athletics check to climb, balance, leap over danger, or otherwise physically overcome an obstacle, a number of allies equal to your proficiency bonus gain advantage on the same check made to overcome the same obstacle.
    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.
    Level 3
    College of Carnival
    You gain proficiency with the disguise kit, weaver's tools, and one type of gaming set.
    Slapstick
    When you are attacked by a creature, you can use your reaction to expend one of your uses of Bardic Inspiration, to distract the opponent, which must succeed on a Wisdom saving throw against your spell save DC or be charmed until its next turn and lose its current attack.
    Unarmored Defense
    While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
    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 harlequin 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.
    Key Change
    You can use a bonus action to switch instruments and change your Art Speciality. Once you have used this feature, you cannot do so again until you finish a short or long rest.
    Level 6
    Honeyed Words
    You learn to weave magic directly into your very words and gesticulations. When you cast a bard spell, you can replace any vocalized components with speech and any seen components with gestures. Any observers with a passive Insight score equal to or less than your passive Deception score or passive Persuasion score do not see or hear you cast the spell. If you are making a Deception, Intimidation, or Persuasion check as part of your speech or gestures, the effects of the spell occur before the check is made.
    Once you have used this feature a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.
    Silence Please
    You can cast the silence spell with this feature, a number of times equal to your Charisma modifier. When you cast any spell that requires a verbal component, you can replace it with a somatic component. Also, your Bardic Inspiration targets don't need to hear you, as long as they can see you.
    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.
    Widely Known
    You do not have disadvantage on Notoriety checks made outside the area described by your Notoriety rating.
  18. jokomaisu

    Rules
    Guiscard
    Guiscards are a closed and exclusive guild of conmen and magic-users with branches in various Occasian countries, whose intent is primarily to recover artifacts, relics, and fragments of lost wisdom to enhance their power and knowledge, while also making the college, and individual members within it, more powerful.
    After their apprenticeship, guiscards (named after the northern term for “magician” or “shrewd”) leave their school and travel around the Kingdom, alone or in bands, following maps and solving puzzles, looking for treasures and entrances to ruins of the past, exploring dungeons and remote places, ever hunting for ancient power and forgotten knowledge.
    In the Kingdom, they are particularly interested in artifacts and tomes of the Draconian era, and are often learned in the most ancient languages.
    Guiscards are the most famous and celebrated wizards of the Kingdom: cheaters, charlatans, street swindlers, gyppers, and seekers of arcane treasures. In their guild they learn a mixture of thieving tricks and spells; for this reason they are considered excellent Knaves and are much sought-after by bands and companies (as well as by guards, of course!).
     
    The Guiscard Table
    Level Proficiency
    Bonus
    Features Cantrips
    Known 1st 2nd 3rd 1st +2 Arcane Recovery, Spellcasting
    3 2 - - 2nd +2 Magic Items Expert, Magical Trinkets, Treasure Seeker
    3 3 - - 3rd +2 Natural Demeanor
    3 4 2 - 4th +2 Ability Score Improvement, Elective Studies
    4 4 3 - 5th +3 Signature Spell (1st level)
    4 4 3 2 6th +3 Master of Extravaganza
    4 4 3 3 Class Features
    As a guiscard, you gain the following class features.
    Hit Points
    Hit Dice: 1d6 per guiscard level
    Hit Points at 1st Level: 6 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per guiscard level after 1st
    Proficiencies
    Armor: None
    Weapons: Daggers, darts, slings, and quarterstaffs
    Tools: One artisan’s tool of your choice from alchemist’s supplies, calligrapher’s supplies, or cartographer’s tools
    Saving Throws: Intelligence, Wisdom
    Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
    Equipment
    You begin the game with 100 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Arcane Recovery
    Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your guiscard level (rounded up).
    Spellcasting
    You have a spellbook containing the written spells you study. You use your spellbook to cast your spells.
    Cantrips
    You know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Guiscard table. Additionally, you know the prestidigitation cantrip.
    Spellbook
    Your spellbook contains six 1st-level wizard spells of your choice. Your spellbook contains all of the wizard spells you know, except your cantrips, which you maintain in your memory.
    Preparing and Casting Spells
    The Guiscard table shows how many spell slots you have to cast your wizard spells. To cast one of these wizard spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of wizard spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells written in your spellbook equal to your Intelligence modifier + your guiscard level (minimum of one spell). The spells must be of a level for which you have spell slots.
    Casting spells doesn’t remove them from your list of prepared spells.
    You can change your list of prepared spells whenever you finish a long rest by studying your spellbook for at least 1 minute per spell level for each spell on your list.
    Spellcasting Ability
    Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your Intelligence modifier
    Ritual Casting
    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.
    Spellcasting Focus
    You can use an arcane focus as a spellcasting focus for your wizard spells.
    Learning Spells of 1st-Level and Higher
    Each time you gain a guiscard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the guiscard table.
    Your Spellbook
    As you research magic and spells, you will add new spells to your spellbook. You might find spells during your adventures, such as spells from other spellcasters’ spellbooks, or spells recorded on scrolls.
    Copying a Spell into the Book. When you find a wizard spell of 1st-level or higher, you can add it to your spellbook if it is of a spell level that you can prepare, and if you take the time to decipher and copy it.
    Copying a spell into your spellbook involves reproducing the instructions of the spell, as well as deciphering any notation or cipher used by the guiscard who wrote it. You must also practice the spell until you comprehend any words, sounds, gestures, or materials required to use the spell. Finally, you transcribe the spell into your own spellbook, with any notation or cipher you wish to write it with.
    For each level of the spell, the process takes 2 hours and costs 50 gold. The cost represents the material components you utilize as you experiment with the spell to master it, as well as the fine inks you use to record it into your spellbook.
    Once you have spent this time and money, you can prepare the spell like any other spell in your spellbook.
    Replacing the Book. You can copy a spell from your own spellbook into another book, in the case that you want to create a backup copy of your spellbook. This is similar to copying a new spell into your spellbook, but simpler and quicker since you understand your own notation and already know how to cast the spell. You spend 1 hour and 10 gold per level of copying your own spells.
    If you lose your spellbook, you can use the same procedure to transcribe spells that you have prepared into a new spellbook.
    The Spellbook’s Appearance. Your spellbook is as unique as you want it to be, and can have its own decoration, including margin notes and addendums made by you. It could be a simple, leather-bound book, or it can be finely-bound, gilded, leaflets stored in a box, or made of unique materials as well.
    Level 2
    Magic Items Expert
    Whenever you make an ability check related to magic items or magic devices, you are considered proficient in the used skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
    Magical Trinkets
    The guiscards are used to carrying around a large number of magical trinkets, the result of their studies and explorations. Although these trinkets are magical items indeed, they are often damaged or malfunctioning. You can use any magical item in your possession as a spellcasting focus for your wizard spells, and you gain an uncommon magic item of your choice from the Magical Junk list.
    Treasure Seeker
    You gain proficiency in the Investigation and the Perception skills. Also, you gain proficiency with light armor and a martial one-handed weapon of your choice.
    Level 3
    Natural Demeanor
    You have a particular set of skills that sets you a cut above a novice mage. Choose one of the following:
    Academic
    You’ve got a whole lot of book smarts. You gain 4 specialties from Arcana, Culture, Engineering, History, Nature, and Religion. Unlike normal, academic specialties may be taken twice (increasing the specialty’s knack die to 1d6).
    In addition, when you use either Deception or Persuasion to make a point related to an academic specialty, you gain your knack die from the specialty and use Intelligence for your ability check.
    Ritual Efficiency
    When you cast a spell as a ritual, you only add 1 minute to the casting time (instead of 10 minutes).
    Rote Memorization
    Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest and can switch the cantrip associated with this feature each time you gain a guiscard level.
    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.
    Elective Studies
    Your study of magic has uncovered unique ways to explore the world. You gain one elective study of your choice.
    Air Lift
    You can use an action to increase your vertical jump distance to 15 feet until the end of your turn. When you jump in this way, you can also glide with the updraft, allowing you to move 10 feet horizontally for every 5 feet you descend vertically.
    Detect Magic Savant
    Prerequisite: Able to cast detect magic
    Whenever you cast detect magic, you can choose one of the following benefits to amplify the spell.
    Lengthened Detect Magic. The duration of detect magic is increased by 10 minutes.
    Extended Detect Magic. The detection radius of detect magic is increased by 30 feet.
    Penetrating Detect Magic. The spell can penetrate most barriers, and it is only blocked by 2 feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6 feet of wood or dirt.
    Eidetic Memory
    Your memory is nearly perfect. You can accurately recall anything you’ve read or seen in the past month. Additionally, when retreading a travel route you’ve traveled in the past month, you have advantage on ability checks made against environmental hazards on that route, unless the landscape has been significantly altered in that time.
    Illusion Detective
    Prerequisite: At least one illusion spell in your spellbook
    You have advantage on Investigation checks and Intelligence saving throws made against illusion. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute.
    Loremaster of Creatures
    You are well-studied on naturally occurring creatures of the world. When you choose this study, choose one creature type: beasts, constructs, dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This creature type becomes your Loremaster Creature Specialty. When you encounter a creature of the same type as your Loremaster Creature Specialty, you automatically know any history, legends, or myths related to it. 
    Loremaster of Travel
    You are well-travelled and well-studied. You have advantage on History checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace and you know a useful fact about that subject. You can take a knack die on ability checks related to that subject in this settlement.
    Persistent Mending
    Prerequisite: The ability to cast mending
    When you finish a long rest, choose up to 6 creatures who rested with you, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect. The chosen item instantly fixes itself if it becomes damaged. If you choose an item from the following list, it also grants an additional benefit. This effect lasts for 12 hours.
    Coat. Choose either hot or cold weather. The creature gains a knack die on Constitution saving throws made to resist the effect of that kind of weather.
    Goggles. The creature’s vision can never be reduced to less than 20 feet due to inclement weather.
    Shoes. The creature gains a knack die on Constitution saving throws made to undertake a forced march.
    Presto, Prestidigitation!
    Prerequisite: The ability to cast prestidigitation
    If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean.
    The following effects are added to the list of options you can choose from when you cast prestidigitation.
    You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope. Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends. A pebble you touch becomes a sensor that you can use to see through. For the duration as long as you are within 10 feet of the pebble, you can use an action to see through the pebble to a range of 30 feet. While seeing through the pebble, you are blinded and deafened with regard to your own senses. On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends. Level 5
    Signature Spell (1st level)
    You have developed your spellcasting skill and honed it into spells that you consider to be your Signature Spell.
    Choose one 1st-level wizard spell that is in your spellbook. You always have this spell prepared, it doesn’t count toward your maximum prepared spells, and you can cast this spell at its lowest level without expending a spell slot. Once you have cast a Signature Spell in this way, you must finish a short or long rest before you can do so again.
    Level 6
    Master of Extravaganza
    You can attune to 4 magical items instead of 3. Also, you can ignore any prerequisite required to attune to a magical item.
  19. 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.
  20. jokomaisu

    Rules
    Gallant Knight
    These aristocrats, courtiers, and knights are devoted not to a cause or to an abstract ideal, but rather to Courtly Love, and in particular, to the affection of a specific Lady or Sire, who have made them their "servants". It is almost always a real social contract and a court custom, in which the Knight and Paramour tell each other secrets, provide advice, converse, and keep company with one another. Still, there are cases in which Gallant Knights have accomplished great deeds in the name of Love. These paladins may even be genuinely in love with their Paramour, but that relationship is mostly kept sublimated and abstract, idealized and platonic, even on the rare times it can become sensual. Moved by such a spiritual intent, Gallant Knights launch into battle or engage in noble deeds to honor that courteous form of Love that grants them extraordinary faculties and abilities.
    The consecration of a Gallant Knight begins with their Oath of Love, with which they officially enter "at the Service of Love" for their Sire or Lady and, more generally, consecrate themselves to the glorious Courtly Love's spiritual flame.
    Each knight can serve one only Paramour in this way, and each Paramour can have one only serving gallant knight at a time. Their relationship can even remain epistolary or just a long-distance one, for a long time, but it is still considered a great shame to sever it for trivial reasons. Furthermore, this relationship does not require one or the other to remain celibate or chaste and does not cause any spouses' jealousy.
    To all intents and purposes, despite the knight being actually in love, their relationship with the Sire or Lady is a "vassalage of love" based on the cult of pure-love, rather than a typical love relationship.
    There are also some cases of gallant knights devoted to a "distant princess" or to a "sweet gentlemen" who they have never seen nor known, and who doesn't know anything of their existence: even in these cases, although the sentiment is not (yet?) requited, the power of Courtly Love is strong enough to grant the gallant knight all their abilities.
    Love Precepts
    The Oath of Love's precepts may vary from one paladin to another. However, they all devote themselves to poetry, art, a life of chivalry and righteousness, and Courtly Love to free their spiritual ardor. The paladins who observe these precepts renounce the search for material goods or, often, for genuine but worldly love relationships, dedicating themselves to the inner life, to the flame of spiritual passion and kindness.
    Service of Love. Serve your Paramour at all times, or dedicate yourself to nothing but those acts and deeds that would make them proud of you.
    Loyalty of Love. Courtly Love is not only the feeling and the relationship established between enamored and Paramour, but it is also the sum of all the values of "courteous" chivalry: kindness, benevolence, upright justice, friendship, search for beauty, dedication, sense of humanity, and empathy.
     
    The Gallant Knight Table
    Level Proficiency
    Bonus
    Features Smite
    Damage 1 +2 Divine Sense, Lay on Hands, Spellcasting
    - 2 +2 Divine Smite, Victory Pose
    1d8 3 +2 Channel Divinity, Oath Spells, Seek Truths
    1d8 4 +2 Ability Score Improvement, Empowered Smite, Zealous Stance
    1d8 5 +3 Evangelism, Extra Attack, Heraldic Order
    2d8 6 +3 Sacred Aura
    2d8 Class Features
    As a gallant knight, you gain the following class features.
    Hit Points
    Hit Dice: 1d10 per gallant knight level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gallant knight level after 1st
    Proficiencies
    Armor: Light armor, medium armor, heavy armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Two musical instruments of your choice, or 1 musical instrument and any other tool
    Saving Throws: Wisdom, Charisma
    Skills: Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Medicine, Persuasion, and Religion
    Equipment
    You begin the game with 200 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Divine Sense
    Choose one of the following sets of enemies: celestials and fiends, fey and elementals, or aberrations and undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number, type, or location. As a bonus action, you can briefly enhance your senses to learn the location, number, and type of any creatures of your chosen types within 30 feet of you. When you do so, creatures of those types that are within range make a Wisdom saving throw against your spell save DC, with advantage if the creature’s CR is higher than your herald level. On a failed save, you also learn the creature’s identity. Within the same radius, you also detect any locations that have been consecrated or desecrated, as with the hallow spell. 
    You can activate this feature a number of times equal to your Charisma modifier, and regain spent uses upon finishing a long rest. Upon finishing a long rest, you may also swap your chosen set of creature types for another.
    Lay on Hands
    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your gallant knight level × 5.
    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
    This feature has no effect on undead and constructs.
    Spellcasting
    You have learned to draw on divine magic through meditation and devotion to your oath.
    Table: Gallant Knight Spellcasting
    Level Cantrips
    Known 1st 2nd 1st 2 2 - 2nd 2 2 - 3rd 2 3 - 4th 2 3 - 5th 3 4 2 6th 3 4 2 Cantrips
    At 1st level, you know two cantrips of your choice from the paladin spell list. You learn additional paladin cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Gallant Knight Spellcasting table.
    Preparing and Casting Spells
    The Gallant Knight Spellcasting table shows how many spell slots of each level you have to cast your spells. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spent spell slots upon finishing a long rest.
    You can prepare a number of spells equal to your Charisma modifier + half your gallant knight level, rounded down (minimum 1 spell). The spells must be of a level for which you have spell slots and must be chosen from the paladin spell list. 
    You can change the spells you have prepared whenever you take a long rest. Preparing a new list of spells requires you to spend time reflecting in meditation; at least 1 minute per spell level for each new spell on your list.
    Spellcasting Ability
    Charisma is your spellcasting ability for your paladin spells since their power is derived from your dedication to your oath. 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 paladin 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 a holy symbol as a spellcasting focus for your paladin spells.
    Level 2
    Divine Smite
    Whenever you hit a creature with a weapon attack you can choose to deliver a divine smite that deals an additional 1d8 radiant damage. The amount of extra damage increases as you gain levels in this class, as shown in the Smite Damage column of the Gallant Knight table. 
    You can use this feature a number of times equal to your proficiency bonus, and regain spent uses upon finishing a long rest. 
    Victory Pose
    Your victory pose spurs your allies.
    Choose a weapon when you learn this feature. When you score a critical hit with this weapon, you can use your reaction to pose dramatically as you finish the strike. 
    As you dramatically pose, choose a number of allies equal to your proficiency bonus that you can see within 30 feet. The chosen allies have advantage on the next death saving throw each makes before the end of combat.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 3
    Channel Divinity
    You gain the following two Channel Divinity options.
    Divine Love
    As an action, you can use your Channel Divinity to call on the divine love within yourself. You have resistance to all damage. Until this effect ends, you cannot cast spells or maintain your concentration on them. The Divine Love's effect ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end this effect on your turn as a bonus action.
    Hymn to Love
    As an action, you can use your Channel Divinity to unleash your whole fervor in an ecstatic chant. Each hostile creature within 30 feet of you must make a Wisdom saving throw. On a failed save, that creature takes 3d8 radiant damage and is deafened, or half as much damage on a successful one.
    Oath Spells
    You gain oath spells at the gallant knight levels listed. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
    Oath of the Gallant Knight Spells
    Level Oath Spells 3rd charm person, heroism 5th calm emotions, warding bond Seek Truths
    You gain a knack die on Insight checks made to discern the truth. In addition, after you have made a successful Insight check opposed by a creature’s Deception check, you have advantage on Insight checks made against it for 24 hours.
    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.
    Empowered Smite
    You are able to manipulate magic to add extra power to your smites. Whenever you would use your Divine Smite feature, you can choose one of the following effects. Once you have used this feature you can’t do so again until you finish a long rest. Alternatively, you can empower a smite by expending a spell slot of 1st-level or higher. 
    Some empowerments require your target to make a saving throw to resist some of the effects of the empowerment. The DC for these saving throws is the same as your gallant knight spell save DC.
    Igniting Smite
    Your smite instead deals fire damage, and the target must make a Constitution saving throw at the start of each of its turns or take 1d6 fire damage. On a successful save, it takes no damage and the fire is extinguished. The fire can also be put out as an action or by the environment and extinguishes itself after 1 minute. 
    Marking Smite
    Your smite causes the target to shed bright light for 5 feet, and dim light for an additional 5 feet. The effect lasts for up to 1 minute, or until you target another creature with a weapon attack. As long as the effect lasts, the target gains no benefit from invisibility and has disadvantage on checks made to hide.
    Repelling Smite
    Your smite instead deals force damage, and the target must make a Strength saving throw or be pushed back 10 feet and knocked prone. On a successful save, the target is knocked back only 5 feet and is not knocked prone.
    Zealous Stance
    By submitting to your fervor you make yourself vulnerable but gain an edge on your opponents.
    You use a bonus action to activate this stance. When you make your first attack on your turn, you can decide to gain a knack die on melee weapon attack rolls until the start of your next turn.
    When you do so, until the start of your next turn attack rolls against you gain a knack die. 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.
    Level 5
    Evangelism
    You gain proficiency in the Performance skill. You have advantage when using this skill to convert others through preaching about your oath or deity, and witnesses that hear your words are inspired to donate to your cause.
    Extra Attack
    You can attack twice instead of once whenever you take the attack action on your turn.
    Heraldic Order
    Whenever you would pay for a meal, room, or minor supplies (such as mundane ammunition) roll 1d6. On a result of 4 or higher the merchant recognizes you as a herald of an order they either fear or respect and charge you nothing. If you insist on paying, they may offer you information about individuals or places that might be of interest to your heraldic order.
    Level 6
    Sacred Aura
    You are able to manifest an aura that aids you and your allies. Each aura has a radius of 15 feet, is centered on you, and you must be conscious for you and your allies to benefit from it. You can have only one of the following auras active at a time and can change which aura is active whenever you finish a long rest.
    Aura of Courage
    You and allies within range cannot be frightened.
    Aura of Resistance
    You and allies within range of your aura gain a bonus on saving throws equal to your Charisma modifier (+1). 
    Aura of Willpower
    You and allies within range cannot be charmed.
  21. jokomaisu

    Rules
    Gadgeteer
    The Kingdom is not just a land of scoundrels, condottieri, friars, and noblemen: the cities and main academies are not short on artists, inventors, jewelers, watchmakers, and architects capable of creating the highest and most fascinating works of genius. In particular, those who specialize in precision watchmaking, in the creation of devices and ramshackle objects, and the invention of gadgets and mechanisms of all kinds are called Gadgeteers.
    Just as architects and scholars are called by companies, and military campaigns as sappers and siege engine builders, gadgeteers are also often hired by thieves, criminals, and villains to create the gadgets they need. For this reason, the best gadgeteers belong to the rogue class.
    Gadgeteers are rogues specialized in the creation and use of special Gadgets that help them in their missions and in completing their Jobs.
    The Gadgeteer Table
    Level Proficiency
    Bonus
    Features Sneak
    Attack 1 +2 Sneak Attack, Locksmith
    1d6 2 +2 Carver, Cunning Action, Point Blank Shot
    1d6 3 +2 Bag of Gadgeteering, Delay Trap, MacGadget
    2d6 4 +2 Ability Score Improvement, Distraction, Painful Pickpocket
    2d6 5 +3 Aim, Boobytrapper
    3d6 6 +3 Evasion, Slippery Mind
    3d6 Class Features
    As a Gadgeteer, you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per gadgeteer level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gadgeteer level after 1st
    Proficiencies
    Armor: Light armor
    Weapons: Simple weapons, dueling daggers, hand crossbows, rapiers, sabres, shortswords, throwing daggers
    Tools: Disguise kit, poisoner's kit, thieves' tools
    Saving Throws: Dexterity, Intelligence
    Skills: Choose four from Acrobatics, Athletics, Culture, Deception, Engineering, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
    Equipment
    You begin the game with 125 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Sneak Attack
    You fight with precision, taking advantage of momentary lapses in an opponent’s concentration.
    Once per turn, you can deal extra weapon damage when you hit a creature with a finesse weapon or ranged weapon attack. The amount of extra damage is shown in the Sneak Attack column of the Brigand table.
    In order to apply this damage, you must not have disadvantage on the attack and your target must be within 5 feet of another enemy of the target who is not incapacitated. Alternatively, you can apply sneak attack damage if you have advantage on the attack.
    Locksmith
    You gain a knack die on checks made with thieves’ tools. You may spend a minute using thieves’ tools to improve an unlocked lock. At the end of the minute, make a Dexterity (thieves’ tools) check against the lock’s DC. On a success, you permanently increase the lock’s DC by 10. A lock may only be improved in this way once.
    Additionally, you may spend a minute using thieves’ tools to probe an unlocked lock. At the end of the minute, make a thieves’ tools check against the lock’s DC. On a success, you make a key for the lock.
    Level 2
    Carver
    When you deal sneak attack damage with a dagger, your attack deals an additional 1d6 damage.
    Cunning Action
    You use your mobility to weave through the battlefield.
    Each turn in combat, you can use a bonus action to take the Dash, Disengage, Hide, or Use an Object action.
    Point Blank Shot
    With uncanny swiftness you ready a weapon normally only used at range, compensating for making an attack at an opponent within only a few feet and giving your enemies reason to be wary.
    You use a bonus action and until the end of your next turn, being within 5 feet of a hostile creature who can see you and who isn’t incapacitated does not give you disadvantage when making a ranged attack using a weapon.
    In addition, when an adjacent hostile creature that you can see moves 5 feet or more away from you, you can use your reaction to make a ranged weapon attack against it.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 3
    Bag of Gadgeteering
    Through study and pure genius, the gadgeteer manages to create wonderful and terrible objects. You learn how to make unique Gadgets.
    Gadgets. You know all the gadgets described below. Gadgets are tricks that can only be used by you, they cannot be passed on to others and have no significant weight. You can prepare and carry a number of gadgets equal to 1 + your Intelligence modifier (minimum 1). You can change your prepared gadgets when you finish a long rest. You can select the same gadget more than once.
    Use. Each gadget can only be used once.  You regain any expended uses when you finish a short rest or a long rest.
    Traps. In addition to their normal use, some gadgets can be set as a trap. Setting a gadget as a trap takes 1 minute. When a creature enters the gadget's area of effect, you can use your reaction to activate the gadget. You must be within 40 feet of the gadget set as a trap in order to activate it.
    Saving Throws. Some of your gadgets require your target to make a saving throw to resist the gadget's effects. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice).
    Dazzling Contraption
    As an action, you can throw this gadget to create a strong dazzling blaze, centered on a point within 20 feet of you. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Constitution saving throw or be blinded until the end of its next turn.
    This gadget can be set as a trap.
    Diving Mask
    This mask, connected to an air reserve, allows you to access a personal air supply for a short period of time. When you wear the mask you can activate and deactivate it as a bonus action. While the mask is active and you are wearing it, you don't need to breathe. After using it for a total of 10 minutes, the air supply is consumed.
    Exploding Contraption
    As an action, you can throw this gadget to create an explosion of splinters in a 10-foot-radius sphere, centered on a point you choose within 20 feet of you. Each creature within the affected area must make a Dexterity saving throw. On a failed save, a creature takes piercing damage equal to 3d6 + your Intelligence modifier, or half as much damage on a successful one.
    This gadget can be set as a trap.
    Flaming Bellow
    As an action, you can activate this gadget to generate a cone of fire. Any creature within a 15-foot cone must make a Dexterity saving throw. On a failed save, the target takes fire damage equal to 3d6 + your Intelligence modifier, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
    This gadget can be set as a trap.
    Foolishnet
    This cluster of hooked threads hinders movement by hooking onto anyone who ends up in the middle of it. As an action, you can throw this gadget. Each creature within a 10-foot-radius area centered on a point you choose within 20 feet of you must succeed on a Dexterity saving throw, or be restrained. A creature restrained by the foolishnet can use its action to make a Strength check against your gadget's save DC. On a successful save, the creature is no longer restrained.
    This gadget can be set as a trap.
    Greasing Contraption
    As an action, you can throw this gadget to cover the ground in a 10-foot-square in an oily and slimy glaze centered on a point within 20 feet of you and turn it into difficult terrain. When the explosion occurs, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The oil remains active for 1 minute before losing its effectiveness. The oil is flammable and burns away in 2 rounds when exposed to fire, dealing 2d4 fire damage to any creature that starts its turn in the fire.
    This gadget can be used as a trap.
    Mechanical Wings
    With a bonus action, you can activate a pair of rudimentary wings capable of allowing you to hover in the air for a short period of time. Once activated, you have a flying speed of 50 feet, but you cannot fly upward. At the beginning of your turn, if you are hovering in the air your altitude drops by 5 feet. The wings remain functional for 10 minutes before becoming irreparably damaged.
    Stinking Contraption
    As an action, you can throw this gadget to create a 10-foot-radius sphere of nauseating gas, centered on a point you choose within 20 feet of you.  The cloud spreads around corners, and its area is heavily obscured. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison.  On a failed save, the creature spends its action that turn in the grip of spasms and nausea. Creatures that don't need to breathe air are immune to the poison and automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. The cloud lingers in the air for 1 minute.
    This gadget can be set as a trap.
    Delay Trap
    You gain an knack die on checks made with thieves’ tools. When you would trigger a mechanical trap on your turn, your alert senses warn you of danger before you complete the action. You may immediately end your turn in order to delay the trap’s effects until the start of your next turn.
    McGadget
    You gain proficiency with tinker's tools and you learn how to craft makeshift items out of any other junk you can get your hands on. You must spend 1 minute consuming one or more objects of a comprehensive value equal or greater to that of the item you want to make, in the process. You must make an Intelligence (tinker's tools) check. The DC is 10 or equal to the value of the item in gold, if higher. The item created will be a shoddy version of the item (although this does not lower the cost of creation).
    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.
    Distraction
    You gain an knack die on Performance checks. You can use an action to make a Performance check, opposed by the Insight check of creatures of your choice that can see or hear you. On a failure, until the end of your next turn the creatures have disadvantage on Perception checks and a –5 to their passive Perception scores.
    Painful Pickpocket
    Sometimes a good diversion is presented to you and though a foe might bloody you, your light fingers find opportunity in the exchange.
    When a creature hits you with a melee attack, you can use your reaction to make a Sleight of Hand check against it.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Level 5
    Aim
    You learn to briefly focus and make the most out of your next strike.
    If you haven’t yet moved on your turn, you can use your Cunning Action to Aim, gaining advantage on the next attack roll you make before the start of your next turn. If you do so, your Speed is reduced to 0 until the end of your turn.
    Boobytrapper
    You gain an knack die on Sleight of Hand checks. You may make a Sleight of Hand check to conceal caltrops, ball bearings, a hunting trap, an alarm bell, or other Tiny traps or alarms. The result of your Sleight of Hand check is the DC for discovering these obstacles. They can be spotted without a check if they are not obscured.
    Level 6
    Evasion
    When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.
    Slippery Mind
    You gain proficiency in Wisdom saving throws.
  22. 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.
  23. jokomaisu

    Rules
    Exorcist
    Some members of the Calendar Creed, the Paradox Faith, or the Revelation, of low or high rank, are known as exorcists, and they're expressly concerned with confronting and fighting the supernatural forces of evil afflicting the good citizens of the Kingdom. Like miraculists, exorcists derive their power from some divine spark that permeates them and that they manage to employ by weaving it with a series of well-coded rituals, formulas, and gestures that serve to convey it. Due to their mandate's nature, many exorcists roam all around the various regions of the Kingdom, alone or together with Bands and companies, to investigate all forms of occult manifestations in an attempt to vanquish them.
    Even more than miraculists, exorcists belong to particular religious congregations and are committed to a very specific vocation. For this reason, they like to associate with other Knaves, in order to keep a low profile and put themselves right where Hell's plots unfold with ease: that is, where the Bands' Jobs take place. From this point of view, exorcists have no problem mingling with scoundrels, adventurers, and idlers.
     
    The Exorcist Table
    Level Proficiency
    Bonus Features Cantrips
    Known 1st 2nd 3rd 1st +2 Between the Hammer and the Evil, Exorcism Domain Spells, Spellcasting, The Revelation Gab, Zeal of the Convert 3 2 - - 2nd +2 Channel Divinity, Principles of Devotion, True Mirror 3 3 - - 3rd +2 Signs of Faith 3 4 2 - 4th +2 Ability Score Improvement, Sacred Office 4 4 3 - 5th +3 Destroy Undead 4 4 3 2 6th +3 Extra Channel Divinity, The Flame of the Just 4 4 3 3 Class Features
    As an exorcist, you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per exorcist level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per exorcist level after 1st
    Proficiencies
    Armor: None
    Weapons: Simple weapons
    Tools: Choose one from an herbalism kit, an artisan tool, or a musical instrument
    Saving Throws: Wisdom, and either Intelligence or Charisma
    Skills: Choose two from Culture, History, Insight, Medicine, Persuasion, and Religion
    Equipment
    You begin the game with 125 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Between the Hammer and the Evil
    You gain proficiency with light armor, medium armor, heavy armor, shields, and martial weapons.
    Exorcism Domain Spells
    You gain access to the Exorcism Domain spells at the levels noted in the Exorcism Domain Spells table. Once you gain an Exorcism Domain spell it is always prepared and doesn’t count against the spells you can prepare each day. 
    If you gain an Exorcism Domain spell that is not on the cleric spell list, it is considered a cleric spell for you.
    Table: Exorcism Domain Spells
    Level Spells 1st detect evil and good, incandescent mark 2nd exorcism, zone of truth 3rd magic circle, cleanse Spellcasting
    Sanctioned by the highest powers, you can cast spells to enact sacred miracles.
    Cantrips
    You know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Exorcist table.
    In addition to these, you also know the thaumaturgy cantrip.
    Preparing and Casting Spells
    The Exorcist table shows how many spell slots you have to cast your cleric spells. To cast one of these cleric spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your exorcist level (minimum of one spell). The spells must be of a level for which you have spell slots.
    Casting spells doesn’t remove them from your list of prepared spells.
    You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.
    Spellcasting Ability
    Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier
    Ritual Casting
    You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. You can also cast the ceremony spell as a ritual whether you have the spell prepared or not.
    Spellcasting Focus
    You can use a holy symbol as a spellcasting focus for your cleric spells.
    The Revelation Gab
    you gain the ability to speak the sacred words that reveal the presence of evil. With an action, you can brandish your holy symbol and utter the prayer of revelation. You know if places, objects, and creatures within 60 feet of you are cursed, possessed, infested, or under an evil influence. You also understand their nature (whether it is a creature, magic, or effect). You can use this feature a
    number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
    Zeal of the Convert
    You enthusiastically see the hand of a greater entity everywhere. You gain advantage on Persuasion checks when you invoke the name of your deity or movement during a conversation with a pious person. If the listener is negatively disposed to your greater entity or movement, you have disadvantage instead.
    Level 2
    Channel Divinity
    You are able to channel the energy of your greater entity directly and use it for a variety of magical effects. You start with Turn Undead.
    You may choose which Channel Divinity effect to create each time you use this feature. You must then finish a short or long rest before you’re able to Channel Divinity again.
    The DC for Channel Divinity effects is the same as your exorcist spell save DC.
    Turn Undead
    As an action, you present the holy symbol of your greater entity and speak a divine word, rebuking the undead. Each undead creature within 30 feet that can see or hear you must make a Wisdom saving throw. If the creature fails it is turned for 1 minute or until it takes damage from any source.
    A turned creature must use its turns trying to move as far away from you as possible. It cannot willingly move to a space within 30 feet of you. It also cannot take reactions. On its action, it can use only the Dash action or try to escape any effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
    Principles of Devotion
    After much contemplation and communion with your greater entity, you pledge to uphold certain standards of behavior beyond what is necessary for adventure. In return, your greater entity grants you one of the following related boons. When you fail to uphold this pledge, you lose any benefits from it until 24 hours after you finish a long rest and rededicate yourself. Choose one of the following.
    Chaste
    In exchange for forgoing pleasures of the heart and flesh, you are hardened to the persuasions of others. Add your Wisdom modifier to any saving throws made to resist being charmed. You also gain one skill specialty chosen from Insight, Persuasion, or Religion.
    Image of the Divine
    You exhibit a uniform, makeup, tattoo, or body modification indicating your higher entity or religious order. Creatures have advantage when discerning your religious identity. You gain advantage on saving throws against fear and ability checks made against Intimidation. You also gain one skill specialty chosen from Insight, Intimidation, or Persuasion.
    True Mirror
    When you use Turn Undead, fey, and fiends are also affected. If a turned creature's true form is hidden by an illusion, by its mutated form, or by other similar effects, that form is revealed.
    Level 3
    Signs of Faith
    You gain a sign of faith of your choice.
    Ancestral Guidance
    In addition to the spells you normally prepare, you always have speak with dead prepared, and you can use this feature to cast it once between long rests without spending a spell slot. When you do so, you do not have to target a corpse; you can also target a grave marker, memorial, statue, painting, or other depiction of the deceased creature you wish to talk to. If the chosen creature is not dead, or if such a creature never existed in the first place, the spell fails.
    Numinous Awareness
    When you see a creature that appears to be a beast, you automatically recognize whether it is a celestial, fiend, or fey. You have advantage on Arcana and Medicine checks made to interact with magical wounds and maladies caused by celestials, fiends, and fey.
    Supernal Intuition
    Choose a creature type from fiend, fey, celestial, elemental, or undead. You know when a creature of this type is within 60 feet of you, although you do not know its location. Nondetection protects against this feature. You may select this sign multiple times, choosing a different creature type each time.
    Voice of Doom
    Your personal knowledge of divine wrath and the end times make your proclamations utterly chilling. You gain a knack die on Intimidation checks. In addition, you may always choose to use Wisdom when making Intimidation checks.
    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.
    Sacred Office
    Your mission has taken root and is known through much of the land, conveying rumors both good and ill about your deeds. Choose one of the following.
    Auspicious Collaborator
    The higher powers you are attuned to have witnessed your deeds and bestowed upon you a quality of worthiness. Your requests for aid are perceived as opportunities for partnership rather than impositions.
    People of all backgrounds are more drawn to help you than they would ordinarily be. You gain one specialty chosen from Culture or Persuasion, and you gain an expertise die on Persuasion checks related to seeking aid.
    Symbol of Might
    The strength of the powers you serve is obvious to anybody you interact with, and you are able to use it to garner a certain level of fear and compliance. You gain one Intimidation specialty, and you gain a knack die on Intimidation checks made to convince others to comply with your demands. The people you intimidate are no longer friendly towards you if they were previously.
    Level 5
    Destroy Undead
    Creatures turned by you of CR ½ or less are immediately destroyed, transformed into dust by a blinding flash of light. You can select this option multiple times. Each time you choose it, you are able to destroy more powerful creatures, progressing to CR 1, CR 2, CR 3, and then CR 4 each subsequent time you select this option.
    Level 6
    Extra Channel Divinity
    You can use your Channel Divinity twice between rests.
    The Flame of the Just
    When you use The Revelation Gab, you can gain more information (the history of a haunted place, a creature's power level, its weaknesses, or how to remove a curse). Additionally, when you use Turn Undead you can decide that creatures that fail their saves are restrained instead of turned.
  24. jokomaisu

    Rules
    Brigand
    In a world of constant warfare and rivalry among the upper crust, petty noblemen, knights, and hungry peasants, the brigand is often seen as the people’s true champion against debt collectors, excisemen, burgomasters, and finaglers. While brigands are undeniably bandits, robbers, and street thugs in their own right, these rascals are frequently much better for commoners than “their lordships”, who traditionally live off their backs like parasites.
    Throughout the Kingdom there must be at least a hundred and one brigand companies. Among these, the most down-and-out can be as small as a mere trio of desperados on donkeyback. The better-organized are large and branched out like small armies or mercenary companies, and capable of keeping entire districts under control, as is common in Piccadora, Alazia, Tasinnanta, Spoletaria, and on the border between Quinotaria and Falcamonte.
    The number of those who claim the title of “kings” or “queens” of the brigands is incalculable, so much so that this infamous honor is often referred to as the “Copper Crown”.
    Brigands are highway and country thieves, experts on their own territory and of the outdoors, at ease in the mountains, forests, and deserted countryside. Because inferior numbers and weapons often place them at a disadvantage against guards and caravan wardens, they have become masters of setups and ambushes, and swift at appearing and vanishing into thin air.
    The Brigand Table
    Level Proficiency
    Bonus
    Features Sneak
    Attack 1 +2 Hide in the Shadows, Sneak Attack
    1d6 2 +2 Ambusher, Cunning Action, Swift Stance
    1d6 3 +2 Brigandage, Loot Runner, The Fine Art of Ambushing
    2d6 4 +2 Ability Score Improvement, Covering Fire, Veiled Threat
    2d6 5 +3 Aim, Scout Leader
    3d6 6 +3 Tumbling Retreat, Uncanny Dodge
    3d6 Class Features
    As a Brigand, you gain the following class features.
    Hit Points
    Hit Dice: 1d8 per brigand level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per brigand level after 1st
    Proficiencies
    Armor: Light armor
    Weapons: Simple weapons, dueling daggers, hand crossbows, rapiers, sabres, shortswords, throwing daggers
    Tools: Disguise kit, poisoner's kit, thieves' tools
    Saving Throws: Dexterity, Intelligence
    Skills: Choose four from Acrobatics, Athletics, Culture, Deception, Engineering, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
    Equipment
    You begin the game with 125 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.
    Level 1
    Hide in the Shadows
    You gain an knack die on Stealth checks. You can attempt to hide from creatures without darkvision while you are in an area of dim light. When a creature tries to enter your space, your position is revealed.
    Sneak Attack
    You fight with precision, taking advantage of momentary lapses in an opponent’s concentration.
    Once per turn, you can deal extra weapon damage when you hit a creature with a finesse weapon or ranged weapon attack. The amount of extra damage is shown in the Sneak Attack column of the Brigand table.
    In order to apply this damage, you must not have disadvantage on the attack and your target must be within 5 feet of another enemy of the target who is not incapacitated. Alternatively, you can apply sneak attack damage if you have advantage on the attack.
    Level 2
    Ambusher
    When you begin your turn hidden from a creature, you gain advantage on melee attacks against it until the end of your turn.
    Cunning Action
    You use your mobility to weave through the battlefield.
    Each turn in combat, you can use a bonus action to take the Dash, Disengage, Hide, or Use an Object action.
    Swift Stance
    You adopt a loose stance that gives you an extra bit of swiftness that can make all the difference in a fight or chase.
    You use a bonus action to increase your Speed by 5 feet. 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.
    Level 3
    Brigandage
    You gain proficiency in the Nature and Survival skills.
    Loot Runner
    You gain a knack die on Athletics checks, your speed increases by 5 feet, and you can carry 2 extra bulky items.
    The Fine Art of Ambushing
    You become a master at catching your opponents by surprise.
    You have advantage on initiative rolls and on any action taken during the first turn of each combat.
    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.
    Covering Fire
    Making haphazard shots to dissuade enemies, you force opponents onto the defensive by unleashing death from above so an ally can move into position.
    You use your action to choose a number of creatures equal to your proficiency bonus that you can see within the normal range of your weapon. Until the start of your next turn, a chosen creature’s movement does not provoke opportunity attacks from creatures you can see as you pelt the area nearby with missiles. For each opportunity attack a chosen creature would have otherwise provoked, you expend one piece of ammunition or thrown weapon.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Veiled Threat
    You gain a knack die on Intimidation checks. When you succeed on a verbal Intimidation check, creatures of your choice other than the target of your check don’t recognize your hostile intent.
    Level 5
    Aim
    You learn to briefly focus and make the most out of your next strike.
    If you haven’t yet moved on your turn, you can use your Cunning Action to Aim, gaining advantage on the next attack roll you make before the start of your next turn. If you do so, your Speed is reduced to 0 until the end of your turn.
    Scout Leader
    You gain a knack die on Stealth checks. When your party makes a group Stealth check, you may apply your result to yourself and one ally after seeing the results of all rolls. Additionally, when you are traveling, you can move stealthily at a normal pace.
    Level 6
    Tumbling Retreat
    When a melee attack misses you, you can use your reaction to move up to half your speed. This movement doesn’t provoke opportunity attacks.
    Uncanny Dodge
    When you are hit by an attacker that you can see, you can use your reaction to halve the damage from the attack.
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