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jokomaisu

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  1. jokomaisu

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

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

    Rules
    Shoddy
    In Brancalonia, everyday objects come at the normal cost, as per common price lists. However, Knaves are generally short of money, and “poor equipment” is all they can afford.
    Shoddy items and services are badly crafted and offered by crooks and scoundrels. They have an unreliable appearance, uninviting taste, or ambiguous smell, and they always look ready to fall apart on first use. Indeed, poor equipment costs way less than standard-quality gear (a tenth of the price).
    Objects and Tools
    When using shoddy objects or tools, you always run into inconveniences. From time to time, and depending on the item being used and on the situation, an effect can occur; also, if any check involving shoddy equipment fails by 5 or more, the object breaks.
    Weapons
    When you attack with a shoddy weapon, if the d20 roll is a 1, the weapon comes apart. All your subsequent attacks are made with disadvantage. This effect lasts until you use an action to fix the weapon.
    Armor
    Shoddy armor fall apart, literally. Whenever an enemy hits you and the d20 roll is a 20, a piece of armor flies off and the base Armor Class provided by the shoddy armor decreases by 2. If you hold a shield, it will be the first to fly out of hand. The effect lasts until you retrieve the lost pieces and use an action to fix it.
    Horses, Mounts, and Animals
    When making a check with shoddy mounts, if the d20 roll is a 1, the animal will become lame, and will no longer be able to proceed, for 24 hours. A shoddy mount also has a 10 ft lower speed than a typical animal of the same type.
    Concoctions
    When made with shoddy tools or ingredients, even Concoctions end up being just as shoddy. In this case, at the time of use, whoever takes it must roll 1d10 on the Inconvenience table below, and get one of the following drawbacks.
    Table: Inconveniences
    d10 Inconveniences 1 Nauseating Stench. The concoction is unapproachable. Its container also must be thrown away. 2 Scam. The concoction looks just fine, smells and tastes as it should, but it has no effect whatsoever. 3 Bad Smell. A Knave’s breath and scent are always pretty questionable, to say the least. However, after taking this tonic, they get even worse! 4 Thundering Flatulence. Something in the concoction that was still fermenting is now causing annoying noises. 5 Heavy. The concoction has the correct effect, but it's hard to digest. The character can't seem to be able to rest properly and will not get the benefits of the next short rest. 6 Miracle of Saint Franciscab. The character's old wounds begin to scab again, creating an unpleasant itchy effect. The character is incapacitated for 1 minute, as it's impossible not to scratch the scabs. 7 Coma-coction. One minute after taking the concoction, the character must succeed on a DC 16 Constitution saving throw, or fall unconscious for 1d4 minutes. 8 Spots and Blemishes. The character's skin starts showing weird spots and bumps that will last for 1d4 days. 9 Poisoning. The character is poisoned until they finish a short or long rest. 10 Mystical Visions. The character is incapacitated for 2d4 minutes; in that same period of time, they can understand the Unknown Language and appear to be conversing with invisible beings. Shoddy Magic
    Magical components are expensive and rare. That's why those in the Kingdom capable of casting spells and miracles usually employ a poor version of actual magic. This often leads to accidents and weird effects, which have affected the reputation of magic users, who are accused of unpredictability and oddity, as well as quackery, the prerogative of beggars, and equated with operetta wizards, and country superstitious.
    The effects of shoddy components and materials alter the spells' appearance, but not their practical functioning. For example, a familiar summoned with shoddy components may have a funny or grotesque appearance; a fireball could smell of rotten eggs.
    All the Rest
    For all the things that are not listed above, shoddiness manifests itself in countless different ways, and it's hard if not impossible to create an effect for every situation. When a character uses a shoddy-whatever, one of the following effects could occur according to the situation and the object involved:
    Small Incident. A funny inconvenience with no consequences.
    Difficulty Increase. If a check must be made, its DC will increase or decrease unfavorably.
    Malfunctioning. Shoddiness leads to unexpected malfunctioning.
    Damaged. After being used, the item becomes damaged and needs to be repaired before it can be used again.
    Not Working. If the item is consumable or has a limited number of uses (for example: vials of acid, flasks of holy water, or a healing potion), roll 1d6: on a roll of 4 or higher the item functions normally, otherwise the item reveals itself as a bad imitation and is useless or wasted.
    Annoyingly Inconvenient. An unfortunate inconvenience, such as a quiver leaking 1d4 arrows carried during travel, or having rations become soaked and inedible due to a leak in the boat while crossing the river.
    Shoddy Equipment and Social Relationships
    In addition to all the effects described above for the different types of equipment, when you use shoddy items and services, you might provoke disgust, annoyance, distrust, and rejection in notables and bigwigs. When a Knave conspicuously uses clothing, weapons, services, armor, mounts, adventure items, concoctions, potions, or poor spell components in front of high-ranking or wealthy people, they will always see the Knave as a cheap, untrustworthy beggar. A penalty or disadvantage may be applied to Charisma checks.
  4. jokomaisu

    List
    Wizard Spell List
    Cantrip
    Name Classical
    Spell School Spell Schools Summary Acid Splash Conjuration Acid, Arcane Conjure a localized bubble of acid that splashes over creatures. Altered Strike Transmutation Enhancement, Transformation, Unarmed, Weaponry Briefly transform your weapon or fist into another material and strike with it. Arcane Muscles Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Calculate Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. Chill Touch Necromancy Affliction, Arcane, Attack, Necrotic Attack with the chill of the grave, injuring and preventing healing. Dancing Lights Evocation Arcane, Utility Create up to four floating, magical lights. Finger of Fate Divination Chaos Help or hinder a creature attempting to succeed. Fire Bolt Evocation Arcane, Fire Shoot a flame at a creature to deal fire damage. Friends Enchantment Arcane Gain a knack die on a Charisma check. Light Evocation Arcane, Utility Enchant one object to emit light. Mage Hand Conjuration Arcane, Utility Conjure a hand to manipulate small objects. Mending Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Message Transmutation Arcane, Communication Send short messages to other creatures. Minor Illusion Illusion Arcane, Chaos Create a small, limited illusion. Pestilence Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. Prestidigitation Transmutation Arcane, Utility Perform various minor magical tricks. Ray of Frost Evocation Arcane, Cold, Movement Shoot a ray of cold damage that slows a creature. Shocking Grasp Evocation Affliction, Arcane, Attack, Lightning Deal lightning damage to a creature within reach. True Strike Divination Arcane, Attack, Enhancement Gain advantage on attacks against a single creature.  
    1st Level
    Name Ritual Classical
    Spell School Spells Schools Summary Alarm X Abjuration Arcane, Protection, Scrying, Utility Set a magical warning against intrusion. Arcane Riposte   Evocation Arcane, Attack Respond to a melee attack with a damaging blast of elemental magic. Burning Hands   Evocation Arcane, Fire Shoot forth a sheet of flames from your hands, damaging creatures in a cone. Charm Person   Enchantment Arcane, Compulsion Force a humanoid to view you as a trusted friend for a short time. Chef's Plate   Divination Arcane, Divine, Protection, Utility Learn how to prepare targeted food or drink. Color Spray   Illusion Arcane, Prismatic, Senses Create a flash of brilliant colored light, blinding creatures in front of you. Comprehend Languages X Divination Communication, Knowledge Use magic to better interpret languages you do not understand. Corpse Explosion   Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Detect Magic X Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras. Disguise Self   Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid. Expeditious Retreat   Transmutation Arcane, Movement Move much faster than normal. Extravagant Skin   Transmutation Arcane, Protection, Shapechanging Gain three magical effects from the essence of Extravaganza. False Life   Necromancy Arcane, Enhancement Gain temporary hit points. Feather Fall   Transmutation Arcane, Protection Reduce or eliminate damage from falling. Find Familiar X Conjuration Arcane, Summoning Summon a magical creature to aid you. Floating Disk X Conjuration Arcane, Movement Create a floating platform which can carry up to 500 pounds. Fog Cloud   Conjuration Arcane, Obscurement, Weather Create an area of fog. Grease   Conjuration Arcane, Earth Coat an area in grease, making it hard to move through. Hideous Laughter   Enchantment Affliction, Arcane, Compulsion Cripple a creature with humor. Housekeeping X Transmutation Arcane, Utility Clean a 10-foot square area of foreign substances. Identify X Divination Arcane, Knowledge Divine the nature of an enchanted item. Identify Weapon   Divination Arcane, Divine, Knowledge, Law, Weaponry Learn what weapon that was used to inflict a wound. Illusory Script   Illusion Arcane, Communication Hide a message with illusion. Illusory Tribute   Illusion Arcane, Utility Temporarily turn copper coins into gold coins. Jump   Transmutation Enhancement, Movement Imbue a creature with astonishing leaping abilities. Longstrider   Transmutation Movement, Utility Increase a creature’s walking speed. Mage Armor   Abjuration Arcane, Protection Magically increase your AC. Magic Missile   Evocation Arcane, Attack, Force Shoot bolts of arcane energy certain to hit one or more creatures. Protection from Evil and Good   Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Quality Stamp   Transmutation Transformation, Utility Remove the shoddy quality from a creature or object. Searing Equation   Enchantment Affliction, Law, Psychic Whisper an alien equation that injures the minds of creatures and deafens them. Shield   Abjuration Arcane, Protection Create a temporary barrier of arcane energy around yourself. Silent Image   Illusion Arcane, Senses Create an illusion that can move but has no other sensory details. Skeletal Hands   Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Sleep   Enchantment Arcane, Compulsion Cause enemies to fall into a magical slumber. Thunderwave   Evocation Arcane, Nature, Thunder Unleash a wave of thunderous force that damages creatures and pushes them back. Traveler's Ward   Abjuration Protection, Sound Protect a creature from pickpockets. Unseen Servant X Conjuration Arcane, Summoning, Utility Use an invisible, mindless, shapeless force to perform simple tasks. Wind Up   Evocation Enhancement Magically ensure that your next melee attack strikes true.  
    2nd Level
    Name Ritual Classical
    Spell School Spells Schools Summary Misty Step   Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist.  
  5. jokomaisu

    List
    Warlock Spell List
    Cantrip
    Name Classical
    Spell School Spell Schools Summary Calculate Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. Chill Touch Necromancy Affliction, Arcane, Attack, Necrotic Attack with the chill of the grave, injuring and preventing healing. Convenient Retrieval Conjuration Arcane, Utility Instantly retrieve an item from a container. Dancing Lights Evocation Arcane, Utility Create up to four floating, magical lights. Finger of Fate Divination Chaos Help or hinder a creature attempting to succeed. Friends Enchantment Arcane Gain a knack die on a Charisma check. Mage Hand Conjuration Arcane, Utility Conjure a hand to manipulate small objects. Minor Illusion Illusion Arcane, Chaos Create a small, limited illusion. Pestilence Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. Prestidigitation Transmutation Arcane, Utility Perform various minor magical tricks. True Strike Divination Arcane, Attack, Enhancement Gain advantage on attacks against a single creature.  
    1st Level
    Name Ritual Classical
    Spell School Spells Schools Summary Air Wave   Conjuration Air, Weaponry Cut through the air with a melee weapon to damage a creature within 30 feet. Arcane Riposte   Evocation Arcane, Attack Respond to a melee attack with a damaging blast of elemental magic. Calculated Retribution   Abjuration Force, Law, Weaponry Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them. Charm Person   Enchantment Arcane, Compulsion Force a humanoid to view you as a trusted friend for a short time. Comprehend Languages X Divination Communication, Knowledge Use magic to better interpret languages you do not understand. Corpse Explosion   Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Expeditious Retreat   Transmutation Arcane, Movement Move much faster than normal. Extravagant Skin   Transmutation Arcane, Protection, Shapechanging Gain three magical effects from the essence of Extravaganza. Force Punch   Evocation Attack, Force, Unarmed Use a blast of magic to punch a creature. Hex   Enchantment Affliction Lay a mild curse that weakens one ability score. Illusory Script   Illusion Arcane, Communication Hide a message with illusion. Illusory Tribute   Illusion Arcane, Utility Temporarily turn copper coins into gold coins. Phantasmal Talons   Enchantment Psychic, Unarmed Sprout invisible talons of pure will from your fingers. Protection from Evil and Good   Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Searing Equation   Enchantment Affliction, Law, Psychic Whisper an alien equation that injures the minds of creatures and deafens them. Skeletal Hands   Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Unseen Servant X Conjuration Arcane, Summoning, Utility Use an invisible, mindless, shapeless force to perform simple tasks. Wind Up   Evocation Enhancement Magically ensure that your next melee attack strikes true.  
    2nd Level
    Name Ritual Classical
    Spell School Spells Schools Summary Misty Step   Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist.  
  6. jokomaisu

    List
    Sorcerer Spell List
    Cantrip
    Name Classical
    Spell School Spell Schools Summary Acid Splash Conjuration Acid, Arcane Conjure a localized bubble of acid that splashes over creatures. Altered Strike Transmutation Enhancement, Transformation, Unarmed, Weaponry Briefly transform your weapon or fist into another material and strike with it. Arcane Muscles Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Calculate Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. Chill Touch Necromancy Affliction, Arcane, Attack, Necrotic Attack with the chill of the grave, injuring and preventing healing. Convenient Retrieval Conjuration Arcane, Utility Instantly retrieve an item from a container. Dancing Lights Evocation Arcane, Utility Create up to four floating, magical lights. Finger of Fate Divination Chaos Help or hinder a creature attempting to succeed. Fire Bolt Evocation Arcane, Fire Shoot a flame at a creature to deal fire damage. Friends Enchantment Arcane,  Gain a knack die on a Charisma check. Light Evocation Arcane, Utility Enchant one object to emit light. Mage Hand Conjuration Arcane, Utility Conjure a hand to manipulate small objects. Mending Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Message Transmutation Arcane, Communication Send short messages to other creatures. Minor Illusion Illusion Arcane, Chaos Create a small, limited illusion. Pestilence Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. Prestidigitation Transmutation Arcane, Utility Perform various minor magical tricks. Ray of Frost Evocation Arcane, Cold, Movement Shoot a ray of cold damage that slows a creature. Shocking Grasp Evocation Affliction, Arcane, Attack, Lightning Deal lightning damage to a creature within reach. True Strike Divination Arcane, Attack, Enhancement Gain advantage on attacks against a single creature.  
    1st Level
    Name Ritual Classical
    Spell School Spells Schools Summary Arcane Riposte   Evocation Arcane, Attack Respond to a melee attack with a damaging blast of elemental magic. Burning Hands   Evocation Arcane, Fire Shoot forth a sheet of flames from your hands, damaging creatures in a cone. Charm Person   Enchantment Arcane, Compulsion Force a humanoid to view you as a trusted friend for a short time. Chef's Plate   Divination Arcane, Divine, Protection, Utility Learn how to prepare targeted food or drink. Color Spray   Illusion Arcane, Prismatic, Senses Create a flash of brilliant colored light, blinding creatures in front of you. Comprehend Languages X Divination Communication, Knowledge Use magic to better interpret languages you do not understand. Corpse Explosion   Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Detect Magic X Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras. Disguise Self   Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid. Expeditious Retreat   Transmutation Arcane, Movement Move much faster than normal. Extravagant Skin   Transmutation Arcane, Protection, Shapechanging Gain three magical effects from the essence of Extravaganza. False Life   Necromancy Arcane, Enhancement Gain temporary hit points. Feather Fall   Transmutation Arcane, Protection Reduce or eliminate damage from falling. Fog Cloud   Conjuration Arcane, Obscurement, Weather Create an area of fog. Force Punch   Evocation Attack, Force, Unarmed Use a blast of magic to punch a creature. Grease   Conjuration Arcane, Earth Coat an area in grease, making it hard to move through. Illusory Tribute   Illusion Arcane, Utility Temporarily turn copper coins into gold coins. Jump   Transmutation Enhancement, Movement Imbue a creature with astonishing leaping abilities. Mage Armor   Abjuration Arcane, Protection Magically increase your AC. Magic Missile   Evocation Arcane, Attack, Force Shoot bolts of arcane energy certain to hit one or more creatures. Shield   Abjuration Arcane, Protection Create a temporary barrier of arcane energy around yourself. Silent Image   Illusion Arcane, Senses Create an illusion that can move but has no other sensory details. Skeletal Hands   Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Sleep   Enchantment Arcane, Compulsion Cause enemies to fall into a magical slumber. Thunderwave   Evocation Arcane, Nature, Thunder Unleash a wave of thunderous force that damages creatures and pushes them back. Wind Up   Evocation Enhancement Magically ensure that your next melee attack strikes true.  
    2nd Level
    Name Ritual Classical
    Spell School Spells Schools Summary Misty Step   Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist.  
  7. jokomaisu

    Rules
    Misty Step
    2nd-level (conjuration; arcane, chaos, movement, teleportation)
    Class(es): Sorcerer, warlock, wizard
    Casting Time: 1 Bonus Action
    Range: Short (30 feet)
    Target: Self
    Components: V
    Duration: Instantaneous
    You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.
  8. jokomaisu

    Rules
    Illusory Tribute
    1st-level (illusion; arcane, utility)
    Class(es): Bard, sorcerer, warlock, wizard
    Casting Time: 1 Action
    Range: Self
    Components: S, M (10 cp that the spell consumes)
    Duration: 1 hour
    You alter the structure of the copper pieces so that they appear to be gold pieces. These new pieces now have a total value of 10 gold pieces for the spell's duration. You also alter how each piece appears for spells and magical effects which detect magic auras, such as detect magic, so that they won’t reveal their magical nature. Still, these pieces cannot be used as spell components.
  9. jokomaisu

    Rules
    Extravagant Skin
    1st-level (transmutation; arcane, protection, shapechanging)
    Class(es): Bard, sorcerer, warlock, wizard
    Casting Time: 1 Action
    Range: Self
    Components: V, S, M (a fistful of turquoise wood ash that the spell consumes)
    Duration: Concentration, up to 1 hour
    You cover yourself with the essence of Extravaganza, becoming part of it for the spell’s duration. While you are under this magical effect, you can change your shape, cast innate spells, or gain magic resistance. You can only have one active effect on yourself, but you can change that effect with an action, while you are in your true form.
    Change Shape. With an action, you magically polymorph into a cat, a groundhog, a fox, an owl, or a similar animal, or revert to your true form. Any equipment you are wearing is transformed with you, but not the equipment you carry. You revert to your true form if you die and the spell stops working.
    Innate Spellcasting. You can innately cast the following spells at will, requiring no material components: dancing lights, hideous laughter, mage hand, minor illusion, misty step.
    Magic Resistance. You have advantage on saving throws against spells.
  10. jokomaisu

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

    List
    Druid Spell List
    Cantrip
    Name Classical
    Spell School Spell Schools Summary Druidcraft Transmutation Nature, Utility Produce a variety of useful minor nature effects. Grapevine Evocation Communication, Plants Send a message in Druidic great distances to appear on a plant or tree known to you. Guidance Divination Divine, Knowledge A creature you touch gains a knack die on an ability check of its choosing. Mending Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Pestilence Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. Produce Flame Conjuration Attack, Fire, Nature, Utility Create a fierce flame for utility or attack. Resistance Abjuration Nature, Protection Give a creature a bonus against one saving throw. Shillelagh Transmutation Nature, Transformation, Weaponry Imbue your staff or club with magical essence. Thorn Whip Transmutation Attack, Plants Lash out at a creature with a thorny vine.  
    1st Level
    Name Ritual Classical
    Spell School Spell Schools Summary Animal Friendship   Enchantment Beasts, Compulsion, Nature Befriend an animal. Beautify Creature   Transmutation Arcane, Divine, Enhancement, Utility Grant the target a knack die to Persuasion and Performance by beautifully grooming it. Charm Person   Enchantment Arcane, Compulsion Force a humanoid to view you as a trusted friend for a short time. Corpse Explosion   Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Cure Wounds   Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Detect Magic X Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras. Detect Poison and Disease X Divination Divine, Nature, Senses Sense the presence and identify poisons and diseases. Earth Barrier   Abjuration Earth, Protection Call forth a pillar of earth or stone to gain three-quarters cover. Entangle   Conjuration Nature, Plants, Terrain Fill an area with plants that impede or prevent movement. Faerie Fire   Evocation Arcane, Utility Highlight creatures with magical radiance. Fog Cloud   Conjuration Arcane, Obscurement, Weather Create an area of fog. Goodberry   Transmutation Healing, Nature, Plants Create a handful of magical berries that can be consumed to regain 1 hit point. Healing Word   Evocation Divine, Healing Restore a small number of hit points to a creature at range with only a word. Jump   Transmutation Enhancement, Movement Imbue a creature with astonishing leaping abilities. Longstrider   Transmutation Movement, Utility Increase a creature’s walking speed. Purify Food and Drink X Transmutation Divine, Nature, Negation Cleanse food and drink of poisons and disease. Speak with Animals X Divination Beasts, Communication, Nature, Utility Gain the ability to talk with animals. Thunderwave   Evocation Arcane, Nature, Thunder Unleash a wave of thunderous force that damages creatures and pushes them back.  
  12. jokomaisu

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

    Rules
    Dreadful Tale
    1st-level (enchantment; attack, psychic, sound)
    Class(es): Bard
    Casting Time: 1 Bonus Action
    Range: Short (30 feet)
    Target: One creature
    Components: V
    Duration: Concentration, up to 1 minute
    Saving Throw: Wisdom negates
    You tell a disturbing tale that only one creature of your choice within range can hear, shocking it with psychic energy generated by the spell. On a failed save, the target becomes rattled for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 1d8 psychic damage. On a successful save, the spell ends.
    Cast at Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
  14. jokomaisu

    Rules
    Incandescent Mark
    1st-level (evocation; arcane, fire, light)
    Class(es): Cleric
    Casting Time: 1 Bonus Action
    Range: Long (120 feet)
    Target: One creature
    Components: V
    Duration: Concentration, up to 1 hour
    You choose a creature you can see within range and mystically mark it with a glowing sign. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with a weapon attack. Until the spell ends, the target sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    Cast at Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
  15. jokomaisu

    Rules
    Thorn Whip
    Cantrip (transmutation; attack, plants)
    Class(es): Druid
    Casting Time: 1 Action
    Range: Short (30 feet)
    Target: One creature
    Components: V, S, M (the stem of a plant with thorns)
    Duration: Instantaneous
    You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
    The spell's damage increases by 1d6 when you reach 5th level (2d6).
  16. jokomaisu

    Rules
    Quality Stamp
    1st-level (transmutation; transformation, utility)
    Class(es): Wizard
    Casting Time: 1 Bonus Action
    Range: Touch
    Target: A shoddy object or creature you touch
    Components: V, S
    Duration: 1 hour
    Until the spell ends, the target loses the shoddy quality.
    Cast at Higher Levels. When you cast this spell using a spell slot of 3rd level, the duration of the spell increases up to 8 hours.
  17. jokomaisu

    Rules
    Finger of Fate
    Cantrip (divination; chaos)
    Class(es): Bard, cleric, sorcerer, warlock, wizard
    Casting Time: 1 Reaction
    Range: Medium (60 feet)
    Target: One creature
    Components: V, S
    Duration: Instantaneous
    When you see a creature making a saving throw, an ability check, or an attack, you point at it and whisper words of good luck. The target must succeed on a Wisdom saving throw, or it will have disadvantage on its current saving throw. If the creature succeeds on the saving throw, it has advantage on its current saving throw instead.
  18. jokomaisu

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

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    Unless I'm wrong, I think I need to add several more spells before knave creation can begin. We're finally almost there 😁
    If all goes as planned next week, I should have a lot of free time to not only get those spells posted but some other additions to the Compendium. I think my next area of focus should be Companies and Bounty Brothers.
    Please note that not everything on the Table of Contents of the Compendium will end up needing a post. For example, I've listed a lot of things in the Combat section that will probably be deleted. It's just there to remind me to look over those rules and see if there are any changes from the Dungeons & Dragons 5E core rules.
    That's all for now 👋
    Until next time...
    For the bounty!
  20. jokomaisu

    Rules
    Miscellaneous Gear
    The many essentials that make adventuring into the unknown possible:
    Acid. You can use an action to splash the contents of this vial onto a target within 5 feet of you or throw the vial up to 20 feet where it shatters on impact. In either case, make a ranged weapon attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d4 ongoing acid damage. This damage persists for 3 rounds. A creature ends all ongoing damage from mundane acid by using its action to wipe away the corrosive liquid.
    Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. You can use an action to throw this flask up to 20 feet where it shatters on impact. Make a ranged weapon attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d6 ongoing fire damage. This damage persists for 1 minute. A creature can end all ongoing damage being dealt by alchemist’s fires by using its action to either make a DC 14 Dexterity check to extinguish the flames or by dousing the target with at least 1 gallon of water.
    Archaic Fire. This incendiary mixture was particularly feared in naval battles since water cannot dampen its effectiveness but rather feeds its destructive power. The mixture ignites when exposed to water, generating a strong explosion. The mixture is usually sold in 2-pint clay flasks. As an action, you can throw a flask up to 20 feet, and it shatters on impact. Make a ranged attack against a creature or object, treating the archaic fire as an improvised weapon. On a hit, you cover the creature with the mixture. If the archaic fire gets exposed to water, it generates a strong explosive reaction that deals 1d6 fire damage to each creature within 5 feet of the mixture. You can also pour a flask of archaic fire on the ground to cover a 5-foot-square area, provided that the surface is level. If ignited by exposing it to water, the archaic fire burns for 1 minute and deals 1d4 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. A creature can end all ongoing damage being dealt by archaic fire by using its action to make a DC 14 Dexterity check to extinguish the flames.
    Ball Bearings. You can use an action to spill these tiny metal balls from their pouch and cover a level, square area that is 10 feet on each side. A creature moving across the covered area makes a DC 12 Dexterity saving throw or falls prone. A creature moving through the area at half speed doesn't need to make the save.
    Black Powder Charge. A pound of black powder inside a wooden shell with a fuse can make a simple but potent explosive. You can use an action to set and light one or more black powder charges which explode at the beginning of your next turn. Any creatures or objects within 10 feet of the exploding charge must make a DC 14 Dexterity saving throw, taking 1d6 force damage and 1d6 fire damage on a failed save, or half as much on a successful one. Increase the explosion’s damage by 1d6 force and 1d6 fire for each doubling of the number of charges set beyond the first. For example, 4 black powder charges deal 3d6 force and 3d6 fire damage, 8 black powder charges deal 4d6 force and 4d6 fire damage, 32 black powder charges deal 6d6 force damage and 6d6 fire damage, and so on.
    For each charge beyond the first, the area increases as follows: 2 charges—20-foot radius, 4 charges—30-foot radius, 8 charges—40-foot radius, 16 charges—50-foot radius, 32 charges—60-foot radius.
    Black powder charges become useless and are destroyed when submerged in water or left exposed to rain.
    Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle along with a length of rope allows you to hoist up to four times the weight you can normally lift.
    Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). Any book of masterwork quality covers in detail one specialty (see Skill Specialties). You gain a knack die on checks made regarding the specialty detailed in the last masterwork book you’ve read.
    Cage. This metal cage can comfortably contain a creature of the size it is designed to hold. The cage has a simple door held with a latch that requires an Intelligence score of 5 or more to open. 
    Medium: The cage (AC 16, 25 hit points) can be burst open with a DC 22 Strength check.
    Large: The cage (AC 17, 40 hit points) can be burst open with a DC 24 Strength check.
    Huge: The cage (AC 18, 55 hit points) can be burst open with a DC 26 Strength check.
    Caltrops. You can use an action to spread a bag of caltrops that covers a square area 5 feet on a side. Any creature that enters the area makes a DC 15 Dexterity saving throw or it stops moving this turn and takes 1d4 piercing damage. Taking this damage reduces the creature's base Speed by 10 feet until it regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
    Candle. A lit candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet for up to 1 hour.
    Cauldron of Neverending Stew. The Neverending Stew’s recipe is a secret jealously kept by the best herbalists, divekeepers, and cooks of the Kingdom. Actually, it’s a rather simple secret: You put a cauldron on a fire, you fill it with water and anything edible you have within reach, and then you splat the contents on the bowl of any regular showing up at the dive. As the stew is distributed, add constantly more water and more stuff, without ever extinguishing the fire or cleaning the cauldron. It is rumored (or at least, so bartenders and innkeepers say), that the slop cooked in this way will develop certain special properties, and that the remains of yesterday’s stew enhance the taste of the new additions.
    Of course, you have to add special ingredients and specialized tricks to this cheap and simple procedure, otherwise, you will only produce an endless quantity of sickening mush: spices, herbs, and salt (just enough), an experienced spin with a ladle and a spoon at the right moment, a tactical scraping of the cauldron’s bottom to mix the old stew with the new, and so on.
    The most important trick is to choose a cauldron of the right shape, material, and capacity, and this is where our cauldron comes in!
    This item can be used as follows only during a long rest or a Rollick phase, otherwise is just a mundane cauldron. If you use it properly, you can prepare a number of Formidable Rations equal to your Wisdom modifier plus your proficiency bonus (minimum of 2). These Formidable Rations have the same weight and encumbrance as common rations, but they can also heal diseases and poisons, in addition to producing the regular effects of a daily ration. Still, any creature that consumes a ration of this type must succeed on a DC 12 Constitution saving throw, or suffer one level of exhaustion, as the food is not easy to digest.
    Chain. A chain (AC 16, 10 hit points) can be burst with a DC 20 Strength check.
    Clothes (Any). Clothes of varying styles can be appropriate to any number of cultures or social situations and can be worn over light armor. A DC 14 Perception check is required to notice light armor hidden underneath clothes.
    Coinscratcher. The coinscratcher is a special goldsmith’s file, very popular among forgers and beggars. It is often used to file the most common coins, so that the resulting filing can be melted again to obtain more forged coins.
    During a long rest or a Rollick phase, you can tamper with up to 10 pieces of the same metal to obtain 12 pieces of that metal. All 12 pieces will be counterfeit items. A character carefully examining these pieces may realize that they are counterfeit pieces with a DC 10 Intelligence (Investigate) check. Counterfeit pieces cannot be filed again, as the scam would become obvious. A few special coins, such as the Emperor’s Noggle, cannot be tampered with in this way.
    Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
    Crowbar. You gain advantage on Strength checks when you are able to apply leverage with this hooked metal bar.
    Eyepatch. Eyepatches can be used to prepare one eye for lower light vision, especially for working on deck and in the relative darkness of a ship. When you are wearing an eyepatch and enter an area of darkness or dim light from a brightly lit area, you can use a bonus action to swap it from one eye to the other to gain a knack die on Perception checks until you enter an area of bright light or for the next 10 minutes.
    FACS Simile. This mask features a gloomy crow’s beak and glasses to cover the eyes, and it was made by butchers, corpse robbers, and sawbones to shield themselves from malaria, malaises, maladies, and malefices. They can be regularly purchased in specialized shops. The wearer often looks sinister, clumsy, or both. The beak is filled with salts and herbs, to filter the plague’s stench.
    While you wear a FACS Simile, you are immune to all smell-based effects, such as a ghoul’s rotting stench or a wheezel’s stink spray. You also have advantage on saving throw against all poisons, diseases, and other effects transmitted by inhalation, you gain advantage on Charisma (Intimidation) checks, and disadvantage on attack rolls made with ranged weapons, Charisma (Performance) checks, and on Wisdom (Perception) based on sight.
    Fishing Tackle. This includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
    Flash Bomb. You can use an action to throw this glass bauble, making a ranged weapon attack against a creature within 20 feet and treating the flash bomb as an improvised weapon. The target makes a DC 14 Constitution saving throw or it is blinded until the end of your next turn.
    Herbalist Fire. This thick syrup, entirely made of plant and fossil components, is brewed by the most experienced herbalists whenever they can get their hands on its rare and expensive ingredients. The herbalist’s fire must be kept and carried in flasks, as it deflagrates as soon as it is exposed to air. As an action, you can throw this flask up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the herbalist’s fire as an improvised weapon. On a hit, the target takes 2d4 fire damage. In addition, the target takes 1d4 ongoing fire damage at the start of each of its turns. This damage persists for 1 minute. A creature can end all ongoing damage being dealt by herbalist's fire by using its action to either make a DC 10 Dexterity check to extinguish the flames or by dousing the target with at least 1 gallon of water.
    Hook Hand. Prosthetic hook hands are common replacements for missing hands. You cannot gain advantage or knack dice on Sleight of Hand checks made with a hook hand. In addition, a hook is a natural weapon that you can use to make unarmed strikes that deal piercing damage equal to 1d6 + your Strength modifier.
    Holy Water. You can use an action to splash the contents of this flask on an adjacent creature. Alternatively, you can throw it up to 20 feet where it shatters on impact. Make a ranged weapon attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage and becomes slowed until the end of your next turn.
    An exorcist, gallant knight, knight errant, and miraculist can create holy water by performing a special ritual that takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
    Lantern. Once lit, a lantern burns for 6 hours on a flask of oil (1 pint).
    Standard: Casts bright light in a 15-foot radius and dim light for an additional 30 feet.
    Bullseye: Casts bright light in a 60-foot cone and dim light for an additional 60 feet. 
    Hooded: Casts bright light in a 30-foot radius and dim light for an additional 30 feet. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
    Litmus Bandana. This face-covering handkerchief changes color whenever in contact with inhaled toxic substances. It is generally used by Knaves and brigands who want to carry out their misdeeds in complete safety, keep their identity secret, and protect themselves from toxic vapors and all kinds of pollution. The wearer has advantage on all saving throws against inhaled poisons. The effect lasts for 1 hour from the first contact with the poison.
    Lock. A key is provided with the lock. Without the key, a DC 15 thieves’ tools check can pick this lock.
    Magnifying Glass. This lens allows a closer look at small objects. When you use a magnifying glass to appraise or inspect a Tiny or highly detailed item, you gain a knack die. A magnifying glass is also useful for starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, a tinder to ignite, and 5 minutes of remaining stationary.
    Manacles. These metal restraints (AC 16, 20 hit points) can restrain a Small or Medium creature. You can restrain an unwilling creature which requires an action, and for the creature to be either restrained, or both grappled and prone. Escaping the manacles requires a DC 20 Dexterity check, and breaking them requires a DC 20 Strength check. Each set of manacles comes with one key. Without the key, a DC 15 thieves’ tools check can pick this lock.
    Merchant's Scale. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. You can use a scale to measure the exact weight of Tiny objects, such as raw precious metals or trade goods, to help determine their worth.
    Mess Tin. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan while the other is used as a plate or shallow bowl.
    Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask up to 20 feet, shattering it on impact. Make a ranged weapon attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute) it takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square level area. When lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
    Paint Pot. This small clay pot contains about a pint of a single color of paint, enough to cover 50 square feet. Alternatively, as an action, you can splash the contents of this pot up to 20 feet, shattering it on impact. Make a ranged weapon attack against a creature within 20 feet, treating the paint pot as an improvised weapon. On a hit, the target is covered in bright paint. The paint can only be removed with at least 1 minute of vigorous scrubbing. While covered in paint, a creature has disadvantage on Stealth checks.
    Pocket Annoyer. Many gadgeteers and inventors in the Kingdom have been working on prototypes of mechanical clocks, time markers, and lapcounters of many types, with mixed results. The annoyers are mechanical spring-loaded sundials, with a set of mobile levers and hands, but their precision goes to hell after a few minutes, and they are unusable as clocks. Pizza makers, cooks, and Knaves of every kind have come up with a practical use for them, using the annoyers to mark a short countdown. With a pocket annoyer, you will know exactly when to remove a pizza from the oven, drain the pasta, or trigger an alarm to distract the guards.
    With an action, an annoyer can be loaded and set to mark a countdown for a few seconds or minutes (up to 10 minutes, to be decided when you set it). When the set time expires, the accursed device emits a sharp, annoying shriek that lasts for a minute. Using an action, you can set it back to normal mode, to stop the noise. An annoyer’s shriek can be heard within a 100-foot radius.
    Portable Ram. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. When another creature helps you use the ram, you gain a knack die (as well as advantage, as normal).
    Prosthetic. Prosthetics are usually metal and custom-made to replace whatever portion of a limb has been lost.
    Arm or Hand: You cannot gain advantage or knack dice on Sleight of Hand checks made with this prosthetic. However, prosthetics can provide an unexpected block, and when you use it defensively you gain a +1 bonus to your AC as if you were wielding a hands-free light shield with the prosthetic. Prosthetics used defensively in this way cannot wield weapons.
    Leg or Foot: While you are standing on your prosthetic, you cannot gain advantage or knack dice on saving throws made to resist being knocked prone, and you take half damage from caltrops, spikes, and difficult terrain that deals damage. Depending on how your prosthetic is constructed, you can use it to store up to one concealed Tiny item (DC 15 Investigation or Perception check to notice). 
    Ring of the Appetizer. This special ring contains a secret compartment holding a dose of poison, which can be easily released with a wave of the hand, and is often used by the nobility on formal occasions. You have advantage on all Dexterity (Sleight of Hand) checks made to dispense the dose of poison contained within the ring without being noticed. Cost: 30 gp + the cost of any seals, gems, and embellishments.
    Rope. Rope, whether made of hemp or silk, has an AC of 10, 2 hit points, and can be burst with a DC 17 Strength check.
    Seeker Helmet. This ingenious hat was created as an invention to help Tarantasia’s rat catchers in their tasks. The helmet sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Once lit, it burns for 6 hours consuming 1 flask of oil.
    Smoke Bomb. This metal sphere’s casing is pockmarked with holes and capped with a thick fuse. When lit, it spews suffocating black smoke that heavily obscures a 10-foot cube for 1 minute. Air-breathing creatures within the smoke must make a DC 10 Constitution saving throw, or have disadvantage on ability checks, attack rolls, and saving throws made while breathing the fumes. A wind of moderate or greater speed suppresses the smoke effect for 1 round. 
    Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
    Spyglass. Objects viewed through a spyglass are magnified to twice their size. You can use a spyglass to make Perception checks on areas you can see that are more than a quarter mile away.  
    Tanglefoot Bag. Unguents and adhesives fill this airtight sack. You can use an action to throw this bag at a target within 20 feet, treating it as a ranged weapon attack with an improvised weapon. On a hit, rapidly hardening sap covers the target and it makes a DC 13 Strength check or becomes grappled. At the start of each of its turns, the target repeats the check, ending the effect on itself on a success. The sap can also be destroyed (AC 13, 6 hit points).
    Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
    Travel Enclosure. This fine wire mesh bag is reinforced with metal beams, making a durable but flexible enclosure. Creatures of an appropriate size can comfortably reside within the enclosure if provided with some appropriate substrate (soft bedding for rodents, loamy soil for toads, and so on). 
    Tiny: A single Tiny creature residing within the enclosure has total cover inside it and automatically succeeds on saving throws to resist area effects.
    Small: Up to 3 Tiny creatures or a single Small creature residing within the enclosure have total cover inside it and automatically succeeds on saving throws to resist area effects.
    Unstable Extravaganza (Vial). This small vial of unstable Extravaganza can make for a powerful explosive. You can set and light one or more vials of unstable Extravaganza as an action, causing each to explode at the start of your next turn. Any creatures or objects within 10 feet of the exploding charge make a DC 14 Dexterity saving throw, taking 2d10 force damage on a failure, or half damage on a success. Increase this damage by 2d10 for each charge set beyond the first. Whenever a creature carrying unstable Extravaganza takes damage from a spell or cantrip, it must roll a d4. On a result of a 1 the unstable Extravaganza instantly explodes as if set and lit.
    Wheelchair. This durable device provides tactical mobility without requiring the use of the legs. While mounted on a wheelchair you are considered to be wearing the wheelchair as a piece of gear. The wheelchair is mechanically complex and can ascend stairs and ramps slowly, or provide a boost of speed on the descent. You have a movement speed of 30 feet while mounted on a wheelchair and treat inclines and stairs as difficult terrain, but while moving down slopes, stairs, or other significant declines you may take the Dash action as a bonus action.
    Table: Miscellaneous Adventuring Gear
    Item Cost Weight Abacus 2 gp 2 lbs Acid (vial) 25 gp 1 lb Alchemist’s fire (flask) 35 gp 1 lb Archaic fire (flask) 25 gp 4 lbs Ball bearings (bag of 1,000) 1 gp 2 lbs Bell 1 gp - Black powder charge 35 gp 1 lb Block and tackle 1 gp 5 lbs Book 25 gp 5 lbs Cage (Medium) 5 gp 25 lbs Cage (Large) 20 gp 100 lbs Cage (Huge) 120 gp 500 lbs Caltrops (bag of 20) 1 gp 2 lbs Candle 1 cp - Cauldron of neverending stew 20 gp 10 lbs Chain (10 feet) 5 gp 10 lbs Chalk (1 piece) 1 cp - Clothes (common) 5 sp 3 lbs Clothes (costume) 5 gp 4 lbs Clothes (fine) 15 gp 6 lbs Clothes (traveler's) 2 gp 4 lbs Coinscratcher 2 gp 2 lbs Component pouch 25 gp 2 lbs Crowbar 2 gp 5 lbs Eyepatch 2 sp - FACS Simile 8 gp 1 lb Fishing tackle 1 gp 4 lbs Flash bomb 50 gp 3 lbs Grappling hook 2 gp 4 lbs Hammer 1 gp 3 lbs Herbalist's fire (flask) 20 gp 1 lb Hook hand 15 gp 1 lb Holy water (flask) 25 gp 1 lb Hourglass 25 gp 1 lb Ink (1 ounce bottle) 10 gp - Ink pen 2 cp - Incense (block) 5 gp 1/2 lb Ladder (10 foot) 1 sp 25 lbs Lantern (standard) 5 sp 1 lb Lantern (bullseye) 10 gp 2 lbs Lantern (hooded) 5 gp 2 lbs Litmus Bandana 5 gp - Lock 10 gp 1 lb Magnifying glass 25 gp - Manacles 2 gp 6 lbs Merchant’s scale 5 gp 3 lbs Mess tin 2 sp 1 lb Mirror, steel 5 gp 1/2 lb Oil (flask) 1 sp 1 lb Paint pot 1 gp 1/4 lb Paper (one sheet) 2 sp - Parchment (one sheet) 1 sp - Perfume (vial) 5 gp - Pick, miner's 2 gp 10 lbs Piton 5 cp 1/4 lb Pocket annoyer 10 gp 1 lb Pole (10-foot) 5 cp 7 lbs Portable ram 4 gp 35 lbs Prosthetic (arm/hand) 125 gp 4 lbs (varies) Prosthetic (leg/foot) 75 gp 8 lbs (varies) Ring of the Appetizer Special - Robes 1 gp 4 lbs Rope, hempen (50 feet) 1 gp 10 lbs Rope, silk (50 feet) 10 gp 5 lbs Sand bag 2 cp 1 lb Sealing wax 5 sp - Seeker Helmet 4 gp 2 lbs Shovel 2 gp 5 lbs Signal whistle 5 cp - Signet ring 5 gp - Sledgehammer 2 gp 10 lbs Smoke bomb 50 gp 3 lbs Soap 1 cp - Spellbook 50 gp 3 lbs Spikes, iron (10) 1 gp 5 lbs Spyglass 150 gp 1 lb String (10 feet) 1 sp - Tanglefoot bag 50 gp 3 lbs Tinderbox 5 sp 1 lb Travel enclosure (Tiny) 10 gp 2 lbs Travel enclosure (Small) 30 gp 15 lbs Unstable Extravaganza 120 gp - Vestments 1 gp 4 lbs Wheelchair 100 gp 25 lbs Whetstone 1 cp 1 lb
  21. jokomaisu

    Rules
    Concoctions
    The people of the Kingdom love to prepare and consume spirits, tinctures, tonics, and concoctions of all sorts, especially if they are illegal and made with makeshift tools: from herbalist friars dedicating entire dormitories to the most sophisticated and careful preparation, to mountaineers cooking the typical Hair of the Dog in rough stables, next to the donkey shelters. In any case, all concoctions' unique formulas guarantee them excellent additional properties that other liqueurs and balms do not have. For the convenience of shepherds and travelers, concoctions are often stored and sold in handy earthenware, metal, or goat's bladder flasks. Concoctions remain stable for a week; after that, they lose all their beneficial effects, becoming simple yet delicious tonics and soft-drinks.
    Table: Concoctions
    Concoction Cost Weight Barbero PhDOC 12 gp 1 lb Biondino Tonic 12 gp 1 lb Blackhill Tonic Liquor 17 gp 1 lb Cedrino 12 gp 1 lb Concoction of Might 5 gp 1 lb Dead Water 3 gp 1 lb Extravaganza Extract 20 gp 1 lb Ficaronno 10 gp 1 lb Fieronthius Panacea 20 gp 1 lb Fire of Aygremounts 25 gp 1 lb Hair of the Dog 1 gp 1 lb Infernet Malebranca 3 gp 1 lb Nocivo 20 gp 1 lb Pipedrainer 8 gp 1 lb Presinthe 20 gp 1 lb Scratchy Cocytus 3 gp 1 lb Wild Stench 3 gp 1 lb Barbero PhDOC
    The Barbero PhDOC, to use its complete denomination, is well known among drunkards and boozers in the whole peninsula, who hold its qualities in high esteem. Unlike most tavern flies willing to gulp down any cheap wine or mashed grape, those who enjoy the flavor of the Barbero PhDOC (which takes its name from the secular events of its variety and its appreciation), soon become a very popular figure among scoundrels, big names, and commoners alike.
    The Barbero PhDOC has many qualities and it is a good match for most cold cuts, cheeses, and other typical greasy tavern dishes. The effect that everybody loves is the ability to summon apparently lost memories in the mind of those who drink it: Memories and knowledge that would otherwise remain utterly smothered in the cobwebs of the most worthless chumps. Even the most ignorant louts, after a few drinks, can engage in clever games such as Checkers or Knave’s Gambit, or take part in learned academic debates about the Catozzi dynasty or King Desiderii of long ago.
    When you drink this wine, you have advantage on all Intelligence-based checks for 1 hour.
    Biondino Tonic
    The tord-boyeux sherry, that makes damsels merry: this tonic is crystal-clear, its flavor unrivaled amongst magic potions and aperitifs, and in medication lore.
    When you drink this concoction, you regain 1d4 + 1 hit points and reduce your fatigue level by 1. Additionally, for the next 8 hours, you can ignore all fatigue effects and you earn inspiration (if not spent the inspiration earned this way vanishes with the tonic effects).
    Blackhill Tonic Liquor
    This tonic liquor is distilled from a mix of forty typical herbs of Blackhill and it was created 100 years ago to honor a princess. According to legend, it was created by a party of Knaves after their defeat against an orc, when they decided to cure their wounds with a slop made up on the spot. None of them was proficient with herbalism and many herbs they had picked had hallucinatory effects, so, when the orc came back to finish the job, they mistook him for a princess. Nobody remembers their names, and that’s just the way they would have liked it.
    When you drink this tonic liquor, you gain a number of temporary hit points equal to three times your level.
    Cedrino
    This amber liquor is distilled from cedar, a local delicacy of Lake Guardia. It has a natural glitter and its flavor is sweet and bitter at the same time. If you drink it regularly, you feel like you’ll be successful in any task.
    When you drink this liquor, you gain the following effects for 1 hour: your speed increases by 10 feet, you gain a climbing speed equal to your walking speed, and you add your proficiency bonus to your initiative checks.
    In addition, you must make a DC 15 Constitution saving throw. On a failed save, you are easily distracted and you have disadvantage on saving throws against the charmed condition and on Wisdom (Perception) checks for 1 hour.
    Concoction of Might
    Centuries ago the Draconian empire had already conquered all the territories of the current Frange, except one small village. The settlement kept resisting mainly thanks to a certain distillate of mistletoe, mint, roots, wild flowers, red wine, salt, pepper, rock oil, beet extract, and dates, or at least that’s what the story says. Now, we add lobster, fresh fish, and strawberries or pomegranate to give a refreshing aftertaste to the drink.
    When you take this concoction, you gain advantage on all Strength checks and your base carrying capacity doubles. The concoction's effect ends if you fail a Strength check, otherwise, it ends after 1 hour.
    Dead Water
    One of the strongest grappas in the entire Kingdom, it hits you like a stab in the guts but is just as tasty!
    When you drink this concoction, you regain 1d4 + 1 hit points, and you must succeed on DC 10 Constitution saving throw or become poisoned for 1 minute.
    Extravaganza Extract
    Liquid Extravaganza is a glittering and iridescent substance, said to be produced directly in the Land of Cuccaigne.
    When you use the Extravaganza Extract concoction, you become subject to the effects of the Fairy Godfather’s respect (mediocrity recedes from Extravaganza, and the Fairy Godfather likes the extremes). If the d20 roll result is 18-20, an ability check, attack roll, or saving throw is considered a success (in the case of an attack, a critical hit). If the d20 roll results is 1-3, an ability check, an attack roll, or a saving throw is considered a failure. The duration of the effect is variable (1d4 hours). Under the influence of the extract, all colors around you become iridescent, and all sounds become sweeter and more melodic. For this reason, you have disadvantage on Wisdom (Perception) checks, and -5 to your passive Perception.
    Ficaronno
    This tonic liquor is made of figs, the favorite fruit of the talking badgers living in the Pagan Plain. These sweet fruits are used in their most fermented state so that the liquor’s strength might soar.
    When you drink this tonic liquor, you gain proficiency with the Performance and Persuasion skills for 1 hour.
    Fieronthius Panacea
    Get some alfalfa, chicory, brimstone, mallow, fennel, then boil them all together. To be taken on an empty stomach: it boils inside of you like it's rinsing a barrel, then a roaring fire comes out of the back... and you are brand new!
    When you take this concoction, you can end either one disease or one condition afflicting you. The condition can be blinded, deafened, paralyzed, or poisoned. Unfortunately, the effect of this tonic can strain the body of those who drink it. You must succeed on a DC 12 Constitution saving throw or suffer 1 level of fatigue.
    Fire of Aygremounts
    This definitely-out-of-scale alcohol content grappa is made from the distillation of the famous Piccadora's rough peppers. Its extreme potency is said to resurrect the dead.
    If you make a dead creature swallow this concoction within 1 minute of its death, that creature can come back to life with 1 hit point and becomes incapacitated for 1 hour. A lesser restoration spell can end the incapacitated condition. This distillate cannot revive a creature dead of old age, and cannot restore any missing body parts.
    Hair of the Dog
    A famous officinal distillate that is usually made by monks and religious folks. Some also call it “Cinquerbe" (five herbs), because in theory it would be a Centerbe (a hundred herbs) but these days, you gotta be parsimonious and save those herbs for even harder times…
    When you take this concoction, you can re-roll a saving throw against disease or poison.
    Infernet Malebranca
    The recipe for this infernal spirit comes from some malebranche distillers from Galaverna, a family that has become rich and famous thanks to this recipe that uses sulfur and bitter salts among the ingredients.
    When you drink this concoction, you immediately feel bursts of heat on the inside of your body, your skin flushes, and your facial and body hair all take on a vaguely reddish tint. This effect protects you from low temperatures and imposes disadvantage on any check made to determine your identity. The tonic effects last 48 hours, after which your hair goes back to its usual color.
    Nocivo
    This very bitter liquor distilled from nuts grants you the arrogance and the rudeness of one hundred men. It is rumored that its ingredients include a few drops of viperwolf poison, something that would explain its strong, unpleasant aftertaste and the loud heroism it confers.
    When you drink this liquor, you gain proficiency with the Intimidation skill for 1 hour. If you are already proficient, your proficiency bonus is doubled. In addition, you are constantly loud and aggressive, and you consider all other creatures hostile for 1 hour.
    Pipedrainer
    This handmade concoction is rarely sold in the markets, yet almost every innkeeper, divekeeper, and barkeeper keeps a few doses handy and knows how to brew it (everyone has their personal recipe). They administer it to their customers, along with a bucket, when the drunkards have to recover from a bad hangover. Its ingredients include various questionable, spicy, balsamic, toxic, and disgusting substances, which have nonetheless the power to quickly cancel any illness in those who drank too much.
    When you drink this slop, you throw up anything you had in your stomach, removing all positive or negative effects of any other concoction you had previously imbibed. In addition, if you were subject to any effect or condition due to something you had drunk or eaten in the previous 4 hours, these effects and conditions are immediately removed.
    Presinthe
    Also called “the Black Fairy", it is a distillate that has always been prohibited throughout the Kingdom, due to its disruptive and unnatural potential. It presents a licorice and salsify aftertaste. The correct way to prepare and consume this concoction is to first dissolve antimony salts in the glass from a special perforated spoon.
    When you take this concoction, you mentally contact the spirit of a long-dead sage, or some other mysterious, paranormal entity. Contacting this entity can strain or even break your mind. When you drink this distillate, make a DC 13 Intelligence saving throw.
    On a failure, you take 4d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A lesser restoration spell cast on you ends this effect.
    On a successful save, you can ask the entity up to 3 questions. The entity answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the entity might instead offer a short phrase as an answer (as, for example, "Go to Hell!").
    Scratchy Cocytus
    A well-known Alazial specialty, the “Scratchy" is a heavily fermented grappa, always kept frozen by an arcane contraband component that comes from the depths of Plutonia's ruins: a few drops of the infernal river Cocytus. Unfortunately, this ingredient causes a similar reaction in the drinker's body.
    When you drink this concoction, you become pale, bluish, and constant chills start running up and down your spine. The freezing effect protects you against high temperatures and gives you advantage on Charisma (Deception) checks made to pretend to be sick. The effects of the tonic last 48 hours, after which your skin tone goes back to its natural condition.
    Wild Stench
    Wild-boar hair's mud, undergrowth moss, mouflon scrotum degreasing, and forest's puddle water.
    Spreading this prodigious tincture on your skin gives you advantage on all Wisdom (Animal Handling) checks. However, due to the disgusting components of which the mixture is made, you also have disadvantage on all Charisma checks. The effects of the concoction end after 1 hour.
  22. jokomaisu

    Rules
    Class Brawl Features
    Class Brawl Feature Benandante Beast Slap. As an action, you can make an attack (Wisdom) to deal 1 whack and the target becomes frightened of you. Bravo Counterattack. As a reaction, if a creature makes an attack that targets you, you can make a strike against that creature. If you hit, the creature makes the attack against you with disadvantage. Brigand Sneak a Whack. As a bonus action, you gain advantage on your next attack, and your next move or beating deals 1 extra whack. Exorcist Sacrum. As an action, you can make an attack (Wisdom) to deal 1 whack and the target is knocked prone. Friar Flurry of Slaps. As a bonus action you can make 2 beatings. Gadgeteer Sneak a Whack. As a bonus action, you gain advantage on your next attack, and your next move or beating deals 1 extra whack. Gallant Knight The Wine Smite. As a bonus action, you can make one attack (Strength). If you hit the target, you deal 1 whack and the target is blinded. Guappo Kung Fusion. As a reaction, if a creature makes an attack that targets you, you can make an attack (Charisma) against that creature. If you hit, the creature must choose a new target within range to attack. You use this feature before the creature’s roll. Guiscard Arcane Blow. When you make a magic move, you can spend an additional move slot. If you do so, the move deals 1 extra whack. Harlequin Kung Fusion. As a reaction, if a creature makes an attack that targets you, you can make an attack (Charisma) against that creature. If you hit, the creature must choose a new target within range to attack. You use this feature before the creature’s roll. Heresiarch Arcane Blow. When you make a magic move, you can spend an additional move slot. If you do so, the move deals 1 extra whack. Jinx Arcane Blow. When you make a magic move, you can spend an additional move slot. If you do so, the move deals 1 extra whack. Knight-Errant The Wine Smite. As a bonus action, you can make one attack (Strength). If you hit the target, you deal 1 whack and the target is blinded. Matador The Call of the Wild. As an action, you can throw a bait on a target creature and that creature gets hampered by an animal in the area. The creature is restrained until it deals 1 whack to the animal. Miraculist Sacrum. As an action, you can make an attack (Wisdom) to deal 1 whack and the target is knocked prone. Mountaineer Enraged and Furious. This turn, all your beatings and moves deal 1 extra whack. Pagan Enraged and Furious. This turn, all your beatings and moves deal 1 extra whack. Rat Catcher The Call of the Wild. As an action, you can throw a bait on a target creature and that creature gets hampered by an animal in the area. The creature is restrained until it deals 1 whack to the animal. Superstician Arcane Blow. When you make a magic move, you can spend an additional move slot. If you do so, the move deals 1 extra whack. Svanzic Guard Flurry of Slaps. As a bonus action you can make 2 beatings. Swordfighter Counterattack. As a reaction, if a creature makes an attack that targets you, you can make a strike against that creature. If you hit, the creature makes the attack against you with disadvantage. Talismancer Arcane Blow. When you make a magic move, you can spend an additional move slot. If you do so, the move deals 1 extra whack.
  23. jokomaisu

    Rules
    Magic Moves
    Protection from Kicks and Blows. As an action, choose a willing creature you can see; all beatings and moves made against that creature have disadvantage until the end of its next turn.
    Fetor Spray. As an action, you can make an attack (Intelligence, Wisdom, Charisma). If you hit, the move deals 1 whack and the target is poisoned.
    Insane Scream. As an action, you can choose a creature that becomes frightened of you.
    Eyes on Me. As an action, you can choose a creature that becomes charmed by you.
    Cool Down. As an action, you can choose a creature, that creature can’t take whacks or suffer conditions until the end of its next turn. The target creature can’t move and is incapacitated.
    Magic Fist-Fight. As an action, you can make three attacks (Intelligence, Wisdom, Charisma) against three different targets. The magic move deals 1 whack to each target hit.
    Dodgevoiance. When a creature attacks you, you can use your reaction to impose disadvantage on the attack roll.
    Spiritual Stool. As a bonus action, you can transform a common prop into an epic prop.
  24. jokomaisu

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