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jokomaisu

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  1. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time to get back to your weekly peek at the campaign progress!
    Let me tell you that taking a month off was exactly what I needed to recharge my battery for this campaign 💪
    Although I spent most of my time away from this forum, I did get a few things added to the Compendium, made some updates, removed a couple of posts, and formatted the Race posts to be easier to read.
    I'm pleased to say that we are still on track to begin knave creation this month 👍
    I have a few more posts to add to the Compendium and updates to make before I let you all loose.
    There will be a limitation when it comes to knave creation. I will only allow one knave per combination of race/class/background/drive to be played in this campaign.
    Actually, it's not much of a limitation because that means there are over 98,000 knave possibilities 😲
    That's all for now 👋
    Until next time...
    For the bounty!
  2. jokomaisu

    Rules
    Marionette
    In bygone times, marionettes were extraordinarily rare, but in recent centuries their presence has become increasingly common in the Kingdom’s cities, theaters, and companies, along with that of marottes and other artifact creatures made of triflewood, aka “turquoise wood”. Once grown exclusively in the most remote recesses of the town of Cuccaigne and impossible to find, this material is now being cultivated in various places around the Kingdom – with the turquoises’ authorization – and more freely exploited.
    Due to the rarity of this wood, marionettes are usually of “classic” child-like size, and of humanoid features, but assorted experiments and variations are occasionally tried.
    Marionettes look like entirely artificial creatures of burnished wood, with joints, painted parts, and mechanical elements, and would be totally inert without the powerful Extravaganza that animates them. Their features can be those of a child, adult or elderly, male or female person, of different ethnicities and shapes. In any case, their true nature soon emerges and – by varying degrees and more or less spontaneously – they reach their ideal inner form.
    The triflewood nucleus generally corresponds to the heart and head of the marionette, and its removal or destruction is as lethal as similar maiming in a human being.
    In the past, as a reward for jobs and tasks or to end the suffering and humiliations of a lifetime, famous marionettes asked and obtained leave from the turquoises to become real human beings. These days, in a world that has learned to accept them for what they are, marionettes are often happy to be themselves.
    Fun Nicknames: puppets, woodguts, paintedasses, peewees. Actually, even the more common nickname “marionette” is inaccurate, and supporters of the Movement for the Rights of Wooden People use the latter as their official connotation.
    Typical Names: Cinnamon, Greenbean, Giopi, Gnappus, Medlar, Hazelnut, Elm, Ricoletto, Triboletto, Zammariah. As they do not breed like humans, the few marionette “families” rarely use surnames. Their most ancient, famous, and powerful “dynasty” is that of the Cherries, celebrated puppeteers in their own right.
    How Other Races See Them
    Among the Kingdom’s common inhabitants, marionettes compete with the nonexistents for the “Funniest Being” distinction, even surpassing the malebranche and talking animals.
    In the old days, people viewed marionettes as feys and miraculous beings, but for some decades now they have grown accustomed to their still-exceptional but no longer inconceivable presence. The fact that they are generally employed as entertainers, actors, and musicians has brought marionettes widespread acceptance in towns and villages, while also rendering them a bad service: most commoners see them as buffoons and jesters, and find it hard to recognize them as real people. In the course of their lives, regardless of their mood or the type of performance they happen to be engaged in, marionettes will be heckled with “Make us laugh, puppet,” and similar humiliations over and over again.
    Marionette Traits
    Ability Score Increase. Your Dexterity and Constitution scores increase by 1.
    Age. The marionettes "are born" at the time of manufacture, and their age is represented by the features that the carpenter gives them, usually adolescent or adult. Their nature is both resistant and fragile, and they age and deteriorate along with the wood they are made of. The triflewood begins to deteriorate after a few decades and rarely exceeds half a century.
    Size. Marionettes average about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet.
    Triflewood Construct. You are an animated construct and you have the following benefits: • You are immune to poison and have immunity to the poisoned condition. • You don't need to eat, drink, or breathe. • You are immune to disease (except for wood diseases).
    Magical but Still Made of Wood. You have vulnerability to fire damage.
    Self Mending. As long as your triflewood core is not destroyed, you are able to repair yourself with ease, adding 2d8 to the maximum number of Hit Dice you can spend at the end of a short rest. You regain this trait’s spent Hit Dice upon finishing a long rest.
    Removable Limb. As a bonus action during a brawl, you can detach a limb and use it as a common prop. Unlike normal common props, your limb is not lost after use.
    Different Shapes (Subrace). Although the most common marionette is the pinocchio, there are other shapes of marionettes. Choose one of these subraces.
    Cabin Doll
    Also known as "marinette", this is a variant whose construction secrets are known only to some special Vortigan shipwrights, who use a triflewood core together with some other timber recovered from ship wrecks and seasoned in seawater. For this reason, cabin dolls possess an innate and profound understanding of the sea and its secrets, and they are often used as "ship's boys" aboard Vortigan ships, or in Vortiga's shipyards as workers, helpers, carpenters, and engineers.
    Nautical. You have proficiency in vehicles (water) and navigator's tools. Furthermore, through gestures and sounds, you can communicate simple concepts to any beast that has an innate base swimming speed.
    Wind and Water. You know the druidcraft cantrip. When you reach 3rd level, you can cast the fog cloud spell once with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level you can cast the gust of wind spell once with this trait, and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is Charisma.
    Pinocchio
    One of the oldest and certainly the most widespread shapes, conceived mainly as a performer and actor in traveling theater troupes.
    Ability Score Increase. Your Charisma score increases by 1.
    Gullible. You have disadvantage on Wisdom (Insight) checks.
    Pupo
    The most typical zagarian puppets have been created by mimicking the ancient paladins' distinctive appearance and attitudes, and they are generally quite belligerent. This shape is made with parts of brass armor grafted directly into its wood, which therefore become part of its very nature.
    Integrated Armor. You get no benefit from wearing armor but you can still benefit from the bonus offered by a shield. Your AC is equal to 12 + your Dexterity modifier (maximum 2) + your proficiency bonus.
    Saintlet
    Sacred marionettes used as effigies in Creed and Paradox Faith rituals, neither animated nor sentient, have existed in Vortigana and the Kingdom of the Two Scyllas long before they passed to the world of traveling theaters. When the first animated marionettes began to spread all over the "Left Boot", the artisans of the Severissima and some Paradox monks thought to try and see what would happen by recreating those religious figurines with triflewood. Thus were born the so-called saintlets.
    These marionettes are generally more haughty and inspired than the impetuous and rowdy Pinocchios built in Torrigiana, and often manifest innate powers of divine origin.
    Ability Score Increase. Your Wisdom scores increase by 1.
    In Saint’s Image and Likeness. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the bless spell once with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level you can cast the prayer of healing spell once with this trait, and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is Wisdom.
  3. jokomaisu

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

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

    Game Forum Updates
    New Compendium posts: Weapons Placing Prophesies Basic Combat Maneuvers How to Brawl Arcimboldo Updated Compendium posts: Miscellaneous Gear - Cauldron of Neverending Stew, Coinscratcher, FACS Simile, Herbalist's Fire, and Pocket Annoyer added. Concoctions - Barbero PhDOC, Blackhill Tonic Liquor, Cedrino, Ficaronno, Nocivo, and Pipecrainer added. Removed Compendium posts: Heavy Metal Armored feat. Rabbies feat.
  6. jokomaisu

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

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

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

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

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

    Rules
    Morgant
    Morgants are commonly considered “demi-giants”, though whether they truly descend from giants remains a mystery, given that such legendary beings have not been seen around the Kingdom for at least five hundred years, during which morgants have remained unchanged. What’s more, numerous folktales and legends speak of ancient kingdoms and communities of millenary morgants from which the current specimens are said to descend, indicating that these beings are probably another human species that evolved alongside common humans and sylvans.
    Typically 7-8 feet tall, morgants are large and massive, famous for their binging, drinking and brawling and for their feisty habits. As with humans, morgants seen around the Kingdom can have the most disparate physical traits, complexions of any color, from milky to dark, and hair ranging from curly red locks to thick and wiry black manes. Their cultures and societies are also variegated, having evolved in parallel with those of humans.
    Fun Nicknames: whales, bruisers, juggernauts, fatsos, pachyderms.
    Typical Male Names: Balugante, Ferrautto, Fracasso, Gosto, Isoliero, Mandricardo, Marcolfo, Orrilo, Rodomonte, Rubicante, Serpentino, Zibaldone.
    Typical Female Names: Argaliffa, Badebecca, Gargamella, Marfisa, Mattalista, Megara, Morgetia, Olimpia, Spinella.
    Surnames and Assorted Titles: name of the father or mother; name of city of origin.
    How Other Races See Them
    The custom of enlisting morgants in armies and mercenary companies as champions and stormtroopers, and of arming and training them to commit slaughter has meant that these beings are generally considered formidable fighters and raiders. Owing to their enormous (and proportionate) appetite and to their equally proverbial propensity for brawls, morgants are seen as brawly dealers of slaps and punches, not to mention insatiable consumers of troughs of beans and omelets and numberless carafes of wine.
    Truth be told, they are meek and accommodating, their natural disposition being more like that of cattle and pachyderms than of bloodthirsty predators. But of course, “Inferno knows no fury like a good person turned bad!”
    Morgant Traits
    Ability Score Increase. Your Strength and Constitution scores increase by 2.
    Age. The life expectancy of a morgant is identical to that of a human, or slightly lower.
    Size. Morgants are between 7 and 9 feet tall. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Gargantuan. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
    Sturdy as a Rock. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
    Cast-Iron Stomach. Given your pantagruelic bulk, you have to consume double the rations needed to feed a human. However, thanks to your natural resistance to overindulging, you have advantage on all ability checks concerning the consumption of food and drinks.
    Towering Brawler. In a brawl, you can collect epic props as a bonus action.
  12. jokomaisu

    Rules
    Nonexistent
    The outward appearance of nonexistents is mostly that of empty clothes, armor, or cloaks, wandering alone as knights, paladins, thieves, sorcerers, and so on. To avoid upsetting the populace, they are careful to cover themselves up so that the void under their capes or mantels is concealed. They manage to speak normally by using ventriloquism of some sort, walk and move like ordinary people, and perceive the surrounding world through senses similar to human ones. When their garments are removed or destroyed, nonexistents are simply not there anymore, and can no longer interact with the earthly world, not even by magical means.
    Although the first nonexistents mentioned in ballads and tales were knights of noble mind and irreproachable morals, these beings can manifest any alignment, personality, emotion, instinct, thought, or state of mind, with one main difference compared to more common beings: they always demonstrate their will, ideals, and intentions in a heartfelt, almost urgent manner, as if they were made of pure sentiment.
    So far, no recognizable differences of sex, gender, or race are known to exist among the nonexistents. They are totally self-determined and use the tone of voice and attitude they deem most appropriate.
    Fun Nicknames: Dudes, Scraps, No-brainers, Cans, Clothed Farts, Scarecrows, Tin Men.
    Typical Names: Same as humans, though sometimes they take on knightly names or receive nicknames related to their physical peculiarities, coats of arms, or the manifestation of their powers.
    How Other Races See Them
    The true nature of nonexistents has long been the subject of speculation, including the significant opinion that they really aren’t anything at all. Some believe they are invisible beings; others, animated armor or clothing; still others, a particular type of ghost; finally, there are those who consider them an ancient accursed lineage; however, scientific observation and conversations with these beings would seem to disprove such theories. The most widespread thesis today is that they are “abstract intentions” that have acquired the power to manipulate objects around them and to move in the earthly world. Given their utterly mysterious, and possibly sacred, diabolical, or magical nature, they are generally treated with respect or deference, but also with detachment, by all other beings. Who knows what intentions they really harbor under their disguises?
    Nonexistents Traits
    Ability Score Increase. Your Constitution score increases by 2, and one ability scores of your choice increase by 1.
    Age. Nobody knows exactly how nonexistents are born, or even if they actually age at a regular pace.
    Size. Nonexistent are the size of an adult human, although their weight depends entirely on the items they have equipped.  Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Extravaganza Being. You are pure abstract consciousness enclosed within clothing. You get the following benefits:
    You are immune to the poisoned condition and to poison damage. You do not need to eat, drink, or breathe. You are immune to disease. Anti-Magic Susceptibility. You are incapacitated as long as you are within the range of an anti-magic field. If targeted by a dispel magic spell, you must succeed on a Constitution saving throw against the spell's saving throw DC, or you become unconscious for 1 minute.
    Dressing. You always have to wear some kind of suit or armor and you can ignore the shoddiness quality of the items you wear. When you reach 3rd level, the items you wear are considered magical. Once you reach 5th level, you gain a +1 bonus on all saving throws.
    Vanishing. During a brawl, when you are attacked by a creature, you can use your reaction to ignore the attack. Once you use this feature, you can't use it again until you finish the current brawl.
  13. jokomaisu

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

    Rules
    Placing Prophesies
    In the Bounty Kingdom taking bets is often forbidden, and those who do so risk pillory and imprisonment. To overcome this minor setback, the Knaves of Penumbria have come up with a solution that has spread through the Kingdom like wildfire. They don’t take bets: they make prophecies.
    Placing prophecies is an optional way for Knaves to scrape together a few extra coins during a job. A prophecy is a prediction of something that will happen either before evening or on the following days, expressed in such a way as to be enigmatic and evocative, or not easily understood at the time it is placed.
    Any prophet/gambler can place his prophecy with an oracle/ bookmaker, along with a stake, and collect the win if his prophecy comes true. The Cupola of the Criminese Dons, and the Malavita in particular, control the entire turnover of Penumbrian prophecies.
    First, the Knave must find someone who takes prophecies: there aren’t many bookmakers outside Penumbria. Usually, they hang out in a few specialized dives or the most infamous districts of major cities in the Kingdom.
    Once you find someone to place it with, your prophecy must be formulated. Each prophecy must contain:
    the verifiable time and place of its fulfillment (for example, “by evening, in Market Square…”); prophecies that are difficult or impossible to verify will either be rejected, or an extra cost will be added to the bet. 1 to 4 enigmatic elements, each formulated in a precise sentence. Each element must be cryptic in formulation, but its meaning must become clear when it is fulfilled. For each enigmatic element of the prophecy, the share of the prophecy will double the stake in a win, up to a maximum of 4 elements (x16). Prophet’s Etiquette
    On pain of being decreed invalid, prophecies are subject to very stringent rules of conduct, since ensuing discussions could lead to bloodshed...
    Each element of the prophecy must be enigmatic and symbolic; masks, shape-shifting, and disguises are not valid. For example, if you place the following prophecy: “Tomorrow at dawn a White Horse will fly across the sky over the city”, whatever zooms across the sky cannot be a real white horse, or the prophecy will not be valid. And it can’t be a flying something-or-other disguised as a horse, but it can be a white dragon that someone is riding. Depending on how simple or illogical the prophecy may seem, the oracle may also increase or decrease the stake’s percentage. The prophecy must come true in an indisputable manner, with all its symbols finally understood. When a prophecy is correctly fulfilled, to avoid being accused of fraud by other Knaves, no oracle must ever refuse to pay the agreed stake. You cannot place multiple identical prophecies with different oracles, and you cannot place another prophecy before the previous one has been fulfilled or disavowed.
  15. jokomaisu

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

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    You may have noticed that there hasn't been any new content 🙈
    It's been a long week for me that included internet issues and three sick kiddos 😷
    I'm still working on things when I get a chance. I just haven't had the time to get it on the forum.
    Also, this week I got the new Brancalonia sourcebook on PDF, so I've been reading through that to see what else I will add to this campaign.
    In case you missed it on the Calendar, I'm going on an extended hiatus starting tomorrow and ending July 9th. So I will see you all in a month!
    That's all for now 👋
    Until next time...
    For the bounty!
  17. jokomaisu

    Rules
    Poisons
    While some poisons require exotic or expensive ingredients, many effective versions can be obtained or made with little effort. The following poisons may be commonly available from apothecaries and herbalists.
    Applying a poison takes an action. A creature immune to the poisoned condition is immune to any effects from poisons.
    Curare. You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or is stunned until the end of its next turn.
    Ether (Inhaled). You can use the chemicals in this flask to soak a rag or other small cloth item. An open flask of ether or an ether-soaked rag retains its potency for 1 minute or until you hit with it. While you are grappling a creature, you may make a special melee weapon attack against it using ether. On a hit, the creature makes a DC 12 Constitution saving throw or falls unconscious. The creature remains unconscious for 1 minute, until it takes damage, or until an action is used to shake or slap the creature awake.
    Gutspritzer Poison (Ingested). This mixture of arsenic and pork entrails is one of the most harmful and effective poisons found throughout the Kingdom. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or take 2d6 poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 2d6 poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After three successful saving throws, the effect ends and the creature can heal normally.
    Poison. You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
    Basic: When a creature takes damage from the coated weapon or ammunition, it makes a DC 12 Constitution saving throw or takes 2d4 poison damage and is poisoned until the end of your next turn.
    Advanced: When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or takes 2d6 poison damage and is poisoned until the end of your next turn.
    Potent: When a creature takes damage from the coated weapon or ammunition, it makes a DC 14 Constitution saving throw or takes 2d8 poison damage and is poisoned until the end of your next turn.
    Saint Napaniel’s Blessing (Inhaled). This powerful mixture was developed by Abbot Dormitory I of Saint Napaniel who wanted to cool down the spirits of the intruders and freeloaders that continually haunt his abbey. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. If the Constitution saving throw fails by 5 or more, the creature is also unconscious as long as it is poisoned in this way. The creature is restored to consciousness if it takes damage or if another creature uses an action to wake it up by shaking it.
    Table: Poisons
    Item Cost Weight Curare (vial) 100 gp - Ether (flask) 20 gp 1 lb Gutspritzer Poison 180 gp - Poison, basic (vial) 25 gp - Poison, advanced (vial) 50 gp - Poison, potent (vial) 100 gp - Saint Napaniel’s Blessing (vial) 150 gp -
  18. jokomaisu

    Rules
    Mounts
    From the mighty warhorse to the humble pack mule, mounts can be an integral part of your battle plan or simply a way to carry your excess gear. This section concerns the cost, upkeep, and carrying utility of your mounts.
    In order to be used as a mount, a creature must be at least one size category larger than you, and must have an Intelligence score of 4 or lower. You may be able to convince creatures with a higher Intelligence score to let you ride them, but they are considered independent creatures (not mounts).
    You can utilize a mount as a pack animal instead of riding it. A pack animal can carry a number of Supply based on its size in addition to its normal carrying capacity, and it can carry a number of bulky items equal to its Strength modifier + 1. If you intend to ride a mount as well as carry items with it, it can only carry half as many Supply and bulky items.
    Many beasts commonly used as pack animals and mounts are especially adept at carrying heavy loads, and animals such as horses and mules have a much higher carrying capacity than their Strength score would normally provide, as shown on Table: Mounts.
    An animal pulling a drawn vehicle can move weight up to 5 times its carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they add their carrying capacities together.
    Mounts other than those listed here may be available or may be rare creatures awarded for the completion of a job. Many large pets could also be used as mounts.
    Table: Mounts
    Item Cost Speed Carrying Capacity Strength Camel 50 gp 50 ft 480 lbs 16 Donkey or mule 8 gp 40 ft 420 lbs 12 Draft horse 50 gp 40 ft 540 lbs 18 Elephant 500 gp 40 ft 1,320 lbs 22 Mastiff 25 gp 40 ft 195 lbs 13 Pony 30 gp 40 ft 225 lbs 15 Riding horse 75 gp 60 ft 480 lbs 16 Warhorse 400 gp 60 ft 540 lbs 18 Mount Gear
    The following items are associated with keeping proper care of a mount.
    Barding. Barding is armor designed to fit an animal. Any type of armor (as shown on Table: Armor) can be purchased as barding, but it costs 4 times as much as the equivalent humanoid armor and it weighs twice as much.
    Saddles. Saddles make for an easier ride and help prevent the rider from falling off. You gain a knack die on any check made to remain mounted while using a saddle. Saddles for particularly unusual creatures are more expensive and cost 5 times the price of a regular saddle.
    Saddle of the Damsel in Distress. Invented by the brigand Thumpa Otherside to teach the unwary that there’s no such a thing as a damsel in distress in the Kingdom. Through a convenient mechanism hidden in a saddle, it’s possible to make the horse rider fall sideways, pretending to be in apparent distress. The saddle shifts back again through the same marvelous mechanism, allowing the rider to return to sitting normally. A rider can use the saddle to pretend to be in difficulty. Doing so gives the rider advantage on a Charisma (Deception) check.
    Saddlebags. Saddlebags allow you to pack items onto a creature beside the saddle. You cannot use a mount to carry Supply or bulky items without saddlebags.
    Stabling. In a city, your mount will need lodging just like you do. The cost found on Table: Mount Gear is the average cost to house and feed a Large-sized or smaller mount for 24 hours at most stables. Particularly exotic or larger mounts may cost more to stable.
    Table: Mount Gear
    Item Cost Weight Barding x4 x2 Saddle 10 gp (50 gp for exotic saddles) 25 lbs Saddle of the Damsel in Distress +20 gp to base saddle cost +10 lbs to base saddle weight Saddlebags 4 gp 8 lbs Stabling (per day) 5 sp (2 gp for Huge mounts) - Feed
    Mounts are living creatures and they need to eat. Thankfully, most common mounts are herbivorous animals able to feed themselves if allowed to graze for at least 1 hour a day in grassy areas. Other mounts—especially carnivorous ones—may not be so easy to keep fed. Carnivorous mounts and herbivorous mounts without grazing areas must be fed Supply each day, or else they suffer fatigue just like characters. Medium mounts require 1 Supply each day, Large mounts require 2 Supply each day, and mounts that are Huge size or larger require an exponential amount of Supply.
    Mount Traits
    Every mount is different. For each mount, there is a chance of it having a special trait. Roll 1d6. On a roll of 6, roll 1d20 on the following table.
    Fleet. The mount is unusually fast. Increase its Speed by 5 feet. Loyal. The mount will always come to you when called or whistled for. Aggressive. The mount’s attack bonuses are increased by 1. Skittish. When the mount or its rider is first attacked in combat, roll 1d6. On a 1, the mount panics and flees in a random direction for 1 round. Proud. The mount will carry its rider but refuses to carry bags. Kicks. The mount attacks anybody who wanders close while it is not being ridden. Protective. Once per long rest the mount will take a hit for its rider  Dislikes barding. The mount will not wear barding of any kind. Bestial. The mount is unusually bestial looking. The rider gains a knack die on Intimidation checks. Unusual color. The mount is an unusual color for its species, making it somewhat unique. Placid. The mount is usually docile and friendly, and will not attack foes. Devil-touched. The mount has some devilish blood, given away by its red eyes. It has resistance to fire damage. Vertigo. The mount is afraid of heights. Taking the mount across high places (like on a ledge with a 10-foot drop below it) requires coaxing with a DC 10 Animal Handling check. Fey-touched. The mount has some fey blood. It and its rider gain advantage when making saving throws against enchantment spells. Greedy. The mount chows down on unattended food and requires double the normal Supply. Fearful. The mount is afraid of fire and will not move within 10 feet of it without a DC 10 Animal Handling check. Willing. The mount is eager to please and lowers itself to assist when being mounted. Mounting this mount is a free action. Jump-shy. The mount will not attempt jumps of any kind. Spirited. The mount and its rider gain +1 to initiative checks. Watchful. The mount can stand watch and alert the party if it detects approaching creatures.
  19. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    I had another busy week so not much progress was made here 😔
    I've got a clearer roadmap to knave creation though. I need to finish the equipment section (mostly just weapons now), add the three new races, add some new spells, add the brawl rules (essential for Brancalonia campaigns), and outline the knave creation rules.
    If you're familiar with Brancalonia, then you might be thinking, "What about misdeeds?" Those are going to be a secret until we start the campaign 😈
    So that means knave creation should officially start in July 🤞
    That's all for now 👋
    Until next time...
    For the bounty!
  20. jokomaisu

    Rules
    Survival Gear
    Adverse weather and gnawing hunger can claim just as many lives as monsters and traps. The following items are necessities when facing inhospitable environments and harsh journeys:
    Bedroll. This essential commodity provides insulation and comfortable sleep on rocky, wet, or uneven terrain.
    Blanket. Provides warmth while resting in cold environments. 
    Climbing Gear. A climbing gear set includes special pitons, boot tips, gloves, and a harness. You can use the climbing gear as an action to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't climb more than 25 feet away from that point without undoing the anchor.
    Cold Weather Gear. Cold weather gear includes special boots, gloves, warm padding, and face protection. This gear can be worn over or under any armor and takes 5 minutes to don or remove. While wearing cold weather gear you automatically succeed on saving throws against effects caused by an environment of extreme cold, but have disadvantage on saving throws against effects from environments of extreme heat and spells or effects that deal fire damage. This gear can also be worn to provide warmth while resting in cold environments.
    Compass. This device has a free-turning needle that always points toward the magnetic north.
    Fishing Trap. Whenever you retrieve this arrangement of netting, wires, and weights from a body of water with aquatic life, roll a d20 and add a bonus equal to the number of hours the trap has been set. On a 21 or higher the trap has captured fish or other aquatic animals totaling 1d4 Supply.
    Hunting Snare. This simple arrangement of stakes, wires, and ropes can be set for catching small game in woodlands, forests, or other hunting grounds. Whenever you retrieve the snare, roll a d20 and add a bonus equal to the number of hours the snare has been set. On a 21 or higher the snare has captured and killed a Tiny game animal with 1d4 Supply. 
    Hunting Trap. Once you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate makes a DC 13 Dexterity saving throw or it takes 2d4 piercing damage and stops moving. On a failed save, until the creature breaks free of the trap its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1d4 piercing damage to the trapped creature. Hunting traps of higher quality are more complex and effective, increasing the DC of each saving throw and ability check (by 2 for fine hunting traps, or by 4 for masterwork hunting traps).
    Map. When using a map, you may travel at a fast pace without taking a penalty to your passive Perception while within the area it depicts. If you also use a compass in conjunction with a map, you gain a knack die on checks made to avoid becoming lost.
    Local: This map depicts an area that is well known to its makers and shows the full details as well as routes within the realm, including the names of hamlets, villages, and towns. 
    Regional: This map depicts a region far-flung from those that made it, and it only shows the major geographical features and best-known routes within the realm. 
    Frontier: This map depicts an area only recently explored by those that made it and the information is often incorrect or incomplete. When consulting this map, a secret d20 is rolled. On a result of 5 or less, the outdated or false information wastes travel time turning around and doubling back and the party only progresses half as much distance towards their destination.
    Mosquito Netting. This thin mesh cloth provides protection from small insects while sleeping in jungles, swamps, or similar environments.
    Marshland Gear. Marshland gear includes special boots, gloves, and clothes designed to repel moisture and muck. This gear can be worn over light armor and takes 5 minutes to don or remove. While you are wearing marshland gear, you can move at a normal pace through nonmagical swamps and marshes, but you have disadvantage on Dexterity checks and saving throws made on dry or rocky terrain. 
    Rations. Rations can vary wildly depending on the culture, but they usually consist of a day’s worth of water and dry foods suitable for extended travel like jerky, dried fruit, hardtack, or nuts. One unit of rations provides 1 Supply.
    Tent. These stitched-together canvases hides, or tarps provide protection from the elements so long as there is a flat space for them to be deployed.
    One Person: Suitable for a Medium-sized creature. Occupies a 5-foot by 10-foot space when set up.
    Two Person: Suitable for up to 2 Medium-sized creatures. Occupies a 10-foot by 10-foot space when set up.
    Communal: Suitable for up to 6 Medium-sized creatures. Occupies a 15-foot by 15-foot space when set up.
    Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. When you use a burning torch as a club to make a melee attack, it deals an extra 1 fire damage on a hit.
    Torch (Alchemical). The rough, sticky tar at the end of this torch burns through even the most adverse conditions. An alchemical torch burns for 1 hour even in heavy rains, strong winds, and underwater (albeit poorly when submerged, shedding only dim light in a 5-foot radius). Dimmer than a normal torch, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
    Rations and Supply
    Basic rations include food and water, typically costing 5 silver for 1 Supply. Food and water may cost more or less than this, especially if a knave is choosing to purchase finer foodstuffs or in a locale where resources are scarce.
    Table: Survival Gear
    Item Cost Weight Bedroll 1 gp 7 lbs Blanket 5 sp 3 lbs Climbing gear 25 gp 12 lbs Cold weather gear 15 gp 12 lbs Compass 60 gp 1/2 lb Fishing trap 5 gp 10 lbs Hunting snare 5 gp 5 lbs Hunting trap 5 gp 25 lbs Map (local) 20 gp - Map (distant) 75 gp - Map (frontier) 200 gp - Marshland gear 10 gp 6 lbs Mosquito netting 2 gp 1/2 lb Rations (1 Supply) 5 gp 2 lbs Tent (one person) 1 gp 10 lbs Tent (two person) 2 gp 20 lbs Tent (communal) 15 gp 40 lbs Torch 1 cp 1 lb Torch (alchemical) 25 gp 1 lb
  21. jokomaisu

    Rules
    Pets
    While most pets are likely to be acquired over the course of an adventure there is always the possibility of finding places with animals and magical beasts for sale. Use the price guide below for finding your band's new furry (or scaly/feathery) friend.
    Common PetsBat 5 gp
    Boar 5 gp
    Camel 50 gp
    Cat 5 sp
    Crab 5 gp
    Draft horse 50 gp
    Eagle 50 gp
    Frog 2 gp
    Goat 3 gp
    Hawk 25 gp
    Lizard 1 gp
    Mastiff 25 gp
    Mule 8 gp
    Owl 10 gp
    Pony 30 gp
    Rat 1 sp
    Raven 30 gp
    Riding horse 75 gp
    Scorpion 1 gp
    Spider 1 gp
    Weasel 2 gp | Uncommon PetsAxe beak 75 gp
    Black bear 250 gp
    Brown bear 300 gp
    Constrictor snake 75 gp
    Crocodile 50 gp
    Elephant 200 gp
    Flying snake 150 gp
    Giant bat 50 gp
    Giant boar 200 gp
    Giant crab 50 gp
    Giant crocodile 300 gp
    Giant eagle 200 gp
    Giant frog 25 gp
    Giant goat 75 gp
    Giant lizard 30 gp
    Giant owl 50 gp
    Giant rat 25 gp
    Giant scorpion 400 gp
    Giant spider 300 gp
    Giant toad 150 gp
    Giant weasel 30 gp
    Lion 300 gp
    Owlbear 500 gp
    Panther 100 gp
    Tiger 300 gp
    Warhorse 400 gp
    Wolf 50 gp | Rare PetsBlink dog 2,500 gp
    Cockatrice 1,000 gp
    Griffon 10,000 gp
    Hippogriff 7,000 gp
    Mammoth 40,000 gp
    Pegasus 25,000 gp
    Pseudodragon 6,000 gp
    Triceratops 30,000 gp
    T-rex 65,000 gp
    Unicorn 15,000 gp
  22. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    My goal was to complete the equipment section... and I failed 😔 (I said by June last week, but my personal goal was by the end of this week).
    Actually, I got a lot accomplished despite a busy work week. Also, I probably would have finished it if I hadn't gotten distracted by combat. More specifically, researching how I'm going to run combat using interactive persistent maps. But that's a conversation for later 😉
    So, finish the equipment section, review all completed work to date, and then outline knave creation rules. Those are my goals for next week 🤞
    That's all for now 👋
    Until next time...
    For the bounty!
  23. jokomaisu

    Rules
    Tools
    Many trades and crafts require special tools or sets of tools needed to do things like to pick a lock, paint a portrait, or brew a potion.
    Any character can use a tool kit, but many characters also gain proficiency with specific tools. When you are proficient, you add your proficiency bonus to any ability checks made with them.
    Tool use is not tied to any single ability score and your Narrator may decide your work may require any sort of ability check. For example, you may be asked to make a Dexterity check with your glassblower’s tools while making a delicate glass chalice, but you may be asked to make a Charisma check for creating an artistic glass sculpture. 
    Masterwork Tools. When using tools of masterwork quality, if you are proficient you gain a knack die on checks made with them.
    Trade Tools
    These are the tools of specific trades and primarily used for gainful employment, but they can also be utilized where appropriate to the situation—using cartographer’s tools to accurately map a dungeon or calming a savage beast using the melodious notes of a lyre. Trade tools are divided into artisan’s tools, gaming sets, and musical instruments.  
    Artisan's Tools. These tools allow you to turn a specific type of raw material into generic trade goods using your time, effort, and skill. The type of tool determines the materials and amount of time needed. After spending the needed time and materials, you make a crafting check with those tools which determines the value of the resulting generic trade goods (on a result of 15 or lower the materials used are wasted).
    Gaming Sets. These items can be played to simply pass the time or to gain money through gambling. Gambling can potentially earn or lose money, depending on the amount you wager and the outcome of your check. You can also attempt to cheat opponents by making a Sleight of Hand check opposed by the highest Perception check among observers, turning your opponents hostile on a failure, or gaining advantage on a success. Not all opponents can cover all wagers, and most refuse to wager for more than a quarter of their net worth. For each hour spent gambling, make a check using your tool set and consult Table: Gambling Outcomes (though in most situations, there’s only so much money to be won, and usually a few sore losers when the house is cleaned out).
    Musical Instrument. Examples of some common types of musical instruments are on Table: Musical Instruments but any instrument can be played for coin. Doing so requires a public space with at least 10 people, or an official gig at an establishment with a music venue like a tavern or club. In either case, make a check using your instrument for each hour you spend performing and consult Table: Performance Outcomes to determine the amount of gold you receive, though you may receive more or less than that at specific musical venues at the Narrator’s discretion. Bards can also use musical instruments as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
    Table: Artisan’s Tools and Profession Checks
    Tool Kit Cost Weight Material Time DC 15
    Value DC 20
    Value DC 25+
    Value Alchemist's supplies 50 gp 8 lbs 10 gp of alchemical ingredients 8 hours 15 gp 20 gp 30 gp Brewer's supplies 20 gp 9 lbs 5 cp of malt, hops, and yeast 8 hours
    (2 week delay) 2 gp 5 gp 20 gp Calligrapher's supplies 10 gp 5 lbs 15 gp of ink and paper 1 hour
    (8 hours per day) 45 gp 90 gp 300 gp Carpenter's tools 8 gp 6 lbs 1 sp of lumber 8 hours 1 gp 2 gp 10 gp Cartographer's tools 15 gp 6 lbs 12 gp of ink and paper 1 week
    (8 hours per day) 20 gp 75 gp 200 gp Cobbler's tools 5 gp 5 lbs 1 cp of leather and nails 2 hours 5 cp 5 sp 5 gp Cook's utensils 1 gp 8 lbs 5 cp of food 1 hour 1 sp 1 gp 5 gp Glassblower's tools 30 gp 5 lbs 2 cp of sand 1 hour 1 sp 5 sp 10 gp Jeweler's tools 25 gp 2 lbs 25 gp in jewels and precious metals 8 hours 35 gp 75 gp 150 gp Leatherworker's tools 5 gp 5 lbs 2 cp of leather 3 days
    (8 hours per day) 2 gp 5 gp 15 gp Mason's tools 10 gp 8 lbs 1 sp of stone 1 week
    (8 hours per day) 10 gp 30 gp 50 gp Painter's supplies 10 gp 5 lbs 5 gp of paint 1 week
    (8 hours per day) 10 gp 50 gp 200 gp Potter's tools 10 gp 3 lbs 1 cp of clay 1 hour 5 cp 1 sp 2 gp Tinker's tools 50 gp 10 lbs 10 gp of mechanical parts 1 week
    (8 hours per day) 15 gp 90 gp 150 gp Weaver's tools 1 gp 5 lbs 1 gp of wool 2 weeks
    (8 hours per day) 20 gp 50 gp 100 gp Woodcarver's tools 1 gp 5 lbs 5 cp of lumber 1 hour 5 sp 1 gp 5 gp Table: Gaming Sets
    Item Cost Weight Dice set 1 sp - Board game set 1 gp 1/2 lb Playing card set 5 sp - Table: Gambling Outcomes
    Gambling Check Results 1 Lose wager + 50% 2-14 Lose wager 15-19 Break even 20-24 Earn twice your wager 25+ Earn three times your wager Table: Musical Instruments
    Item Cost Weight Bagpipes 30 gp 6 lbs Drum 6 gp 3 lbs Dulcimer 25 gp 10 lbs Flute 2 gp 1 lb Lute 35 gp 2 lbs Lyre 30 gp 2 lbs Harp 35 gp 25 lbs Horn 3 gp 2 lbs Pan flute 12 gp 2 lbs Shawm 2 gp 1 lb Trombone 15 gp 4 lbs Viol 30 gp 1 lb Violin 25 gp 1 lb Table: Performance Outcomes
    Performance Check Results 1-5 Banned from venue 6-14 1d4 cp 15-19 1d4 sp 20-24 1d4 gp 25+ 3d4 gp Miscellaneous Tools
    The following tools allow you to perform specific actions or have very specific uses, such as using thieves’ tools to carefully disable a trap mechanism or a forgery kit to make a false invitation to a noble’s gala.
    Disguise Kit. This pouch of props, costuming, and cosmetics lets you change your physical appearance. A creature observing you after you make a disguise kit check must make a Perception check (DC equal to the result of your disguise kit check) in order to see through your disguise.
    Forgery Kit. This small box contains a wide variety of papers, inks, and sealing waxes needed to create convincing forgeries of specific documents. A creature examining a false document made using a forgery kit must make an Investigation check (DC equal to the result of your forgery kit check) in order to realize it is a fake.
    Herbalism Kit. This kit contains the tools needed to carefully harvest and process rare herbs into remedies. You can attempt to harvest rare herbs from areas with abundant flora by spending an hour searching and making an herbalism kit check. You obtain one of the following medicinals on a result of 16–22: adderwort roots, dried yewclaw bark, fairy cap, ironwood acorn, pressed spiderbulb, sycamore petal poultice. On a result of 23–27 you instead obtain one rare herb, and on a result of 28 or higher you obtain 2 rare herbs. With 1 minute of preparation a rare herb can be quickly processed into a basic healing potion, 2 rare herbs can be made into an antitoxin, or 3 rare herbs can be made into a greater healing potion. 
    Navigator's Tools. These precision instruments allow you to relate your position to the position of the stars. So long as you are on the Material Plane and can freely observe the stars, once per night you can make a navigator’s tools check. On a result of 15–19 you learn one of the following pieces of information, or two pieces of information on a result of 20 or higher:
    The approximate time of year. Your approximate distance from the place you last made this check. Your current distance from a major landmark and the approximate amount of time it will take to reach it. Poisoner's Kit. Everything necessary for carefully harvesting and processing natural poisons and venoms can be found in this kit. You can attempt to harvest poisons from areas with abundant flora by spending an hour searching and making a poisoner’s kit check. On a result of 1–14 you accidentally poison yourself and suffer the effects of a basic poison. On a result of 15–19 you obtain a vial’s worth of basic poison. On a result of 20–24 you obtain a vial’s worth of advanced poison, and on a result of 25 or higher you obtain a vial’s worth of potent poison.
    Alternatively, with 10 minutes of work, you can use a poisoner’s kit to harvest poison from the fresh corpse of a creature that naturally contained poisons. Make a poisoner’s kit check against a DC equal to the DC of the creature’s poison (if the creature’s poison has no saving throw, use 8 + the creature’s CR). On a failed check you suffer the effects of the creature’s poison, and on a success, you harvest a vial’s worth of poison. You can use the creature’s poison to coat one slashing or piercing weapon or up to 3 pieces of ammunition as an action. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. Weapons or ammunition you coat in a creature’s poison inflicts the same effects as shown in the creature’s statistics. Once you harvest the poison of a creature, that corpse cannot be harvested from again.
    Sewing Kit. This kit of threads, thimbles, buttons, and scissors is primarily used to mend clothing. With 1 hour of work, you can use a sewing kit to mend clothing and some suits of armor. The DC of a sewing kit check is determined by the material being worked.
    Smith’s Tools. These hammers and clamps are a poor replacement for a full forge but can be instrumental in repairing metal items. With 1 hour of work, you can use smith’s tools to mend many weapons and armor. The DC of a smith’s tools check is determined by the material being worked.
    Thieves' Tools. This set of often sharp and slender metal instruments is needed to crack locks and carefully spy into mechanisms. You can use an action to open a lock by making a thieves’ tools check against a DC determined by the quality of the lock being picked.
    Table: Miscellaneous Tools
    Item Cost Weight Disguise kit 25 gp 3 lbs Forgery kit 15 gp 5 lbs Herbalism kit 5 gp 3 lbs Navigator's tools 25 gp 2 lbs Poisoner's kit 50 gp 2 lbs Sewing kit 2 gp 1 lb Smith's tools 20 gp 8 lbs Thieves' tools 25 gp 1 lb
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