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jokomaisu

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  1. jokomaisu

    Rules
    Vehicles
    From chariot races to pirate ship attacks to airship journeys, countless adventures take place atop speeding vehicles. All vehicles have the following properties:
    Terrain: Vehicles fall into three terrain categories: land vehicles, water vehicles, and air vehicles. Vehicles travel in the terrain of their category. Proficiency with a category of vehicles allows a creature to add its proficiency bonus to any checks made regarding that type of vehicle. 
    Size and Armor Class: Just like creatures, vehicles have size categories and each has an AC that determines how difficult it is to hit with attacks.
    Hit Points: When a vehicle is reduced to 0 or fewer hit points it is destroyed. In addition, when a vehicle is reduced to 50% of its total hit points, it suffers a malfunction and must roll on Table: Malfunction.
    Speed: Vehicles are listed with their movement speed, as well as their journey speed for traveling long distances.
    Crew: Many vehicles only require a single crewman as a driver, but larger vehicles may require even dozens of people to properly operate. Drivers cannot perform actions using a vehicle unless the minimum crew requirement is met.
    Immunities: As objects, vehicles are immune to poison and psychic damage. They are also immune to the blinded, charmed, confused, deafened, fatigued, frightened, incapacitated, paralyzed, petrified, poisoned, prone, slowed, strife, stunned, and unconscious conditions, as well as any other effect that would result from failing a Wisdom, Intelligence, or Charisma saving throw. 
    Havens: A vehicle acts as a haven if it provides accommodation and shelter from the elements. Sometimes, the environment may not be suitable for it to act as a haven.
    Driving
    Unlike creatures, all vehicles have a “front”, in many situations, this facing will dictate the way the vehicle moves.
    In order to move, all vehicles require a driver. While at the steering (such as the reins of a wagon or the wheel of a ship) a creature can use a bonus action to make the vehicle perform one of the following actions:
    Drive: The vehicle moves half of its movement speed directly forward, then the driver may change the vehicle’s facing by up to 90 degrees (a full turn left or right) before moving up to the remaining movement speed. The vehicle gains momentum.
    Maneuver: The vehicle moves half of its movement speed forward, and the driver may change the vehicle’s facing by up to 90 degrees (a full turn left or right) up to 2 times during this movement. This action cannot be performed while the vehicle has momentum.
    Ahead Full: The vehicle moves one and a half times its movement speed directly forward. The vehicle gains momentum. If the vehicle would roll for a malfunction before it is used to take another action, it rolls twice on that table instead (reroll any duplicate results).
    Brake: The vehicle moves half of its movement speed directly forward, then it loses momentum.
    Momentum. At the initiative count of 20, all vehicles with momentum move half their movement speed directly forward. Momentum ends automatically after 1 minute if no actions with a vehicle are taken.
    Saving Throws. Unlike most objects, vehicles must make Strength, Dexterity, and Constitution saving throws as if they were creatures against effects that would call for them. All vehicles have a Strength and Constitution score based on their size (see below). A driven vehicle has a Dexterity score equal to its driver’s Dexterity score (a vehicle without a driver has a Dexterity of 0).
    Size
    The size of a vehicle determines many of a vehicle’s properties:
    Strength, Constitution, and Carrying Capacity. A vehicle’s Strength, Constitution, and carrying capacity are determined by its size.
    Large: A Large vehicle has a Strength and Constitution score of 14 (+2), can carry up to 3 passengers along with the driver, up to 40 Supply, and up to 10 bulky items in addition to 2,000 lbs. of carrying capacity.
    Huge: A Huge vehicle has a Strength and Constitution score of 18 (+4), can carry up to 6 passengers along with the driver, up to 80 Supply, and up to 20 bulky items in addition to 4,000 lbs. of carrying capacity.
    Gargantuan: A Gargantuan vehicle has a Strength and Constitution score of 22 (+6), can carry a number of additional passengers equal to the minimum required crew, up to 800 Supply, and up to 200 bulky items in addition to 40,000 lbs. of carrying capacity.
    Collisions. If a vehicle has momentum and enters the space occupied by a creature or another object, a collision occurs. Both the vehicle and whatever it impacts take damage according to the vehicle’s size: Large—4d6 bludgeoning damage, Huge—8d6 bludgeoning damage, Gargantuan—12d6 bludgeoning damage.
    If the object or creature impacted is the same size as the vehicle or larger, the vehicle immediately stops and loses momentum. If the object or creature impacted is smaller than the vehicle, it is shunted into the closest unoccupied space that allows the vehicle to complete its movement unimpeded.
    Malfunctions
    When a vehicle is reduced to half its total hit points or less, roll 1d6 on Table: Malfunctions to determine what aspect of the vehicle is breaking. Vehicle malfunctions are usually too extreme to repair quickly except by magical means and remain until the vehicle’s hit points are restored to their maximum.
    Malfunctions (1d6)
    Movement. Movement has been compromised, such as losing the sails, losing the animal team drawing the vehicle, or destroying an engine. The Drive, Maneuver, and Ahead Full actions cannot be taken until it is repaired. Integrity. Some key component holding everything together has been lost and the vehicle immediately loses an additional 25% of its hit point maximum. Brakes. The ability to stop has been lost. The Brake action cannot be taken until repaired.  Steering. The driver’s ability to fully control the vehicle has been compromised. The Drive and Maneuver actions cannot be taken until repaired. Cargo. Half of any Supply currently carried by the vehicle is destroyed. Superficial. The damage looks bad but doesn’t cause any further issues. Repairing Vehicles
    Repairing damaged or malfunctioning vehicles requires a tool check against the DC listed for the vehicle's primary material as shown on the Materials table. During a long rest, you can make one check, ending any malfunctions it currently has on a success and restoring hit points equal to the result of your check. Alternatively, you can hire someone to repair your vehicle for you (which is an automatic success and typically costs 1/5th of the vehicle's total cost).
    Special Features
    There are any number of fantastical possibilities when it comes to vehicles but the following features are the most common:
    Armed. Armed vehicles have one or more weapons in place on board (see Table: Siege Weaponry). A creature can use an action to fire a siege weapon or use an action to reload it.
    Drawn. A drawn vehicle is pulled by one or more beasts of burden and its movement and travel speeds are determined by the animal (or animals) pulling it.
    Personal. Personal vehicles are designed for a single occupant and usually have far less space. Vehicles with this property can only ever carry a maximum of one person and have half as much carrying capacity as normal for a vehicle of the same size.
    Three-Dimensional. A three-dimensional vehicle may also turn up or down when making turns.
    Transport. Transport vehicles are designed for cargo and crew, and have 1/4th the carrying capacity of a normal vehicle of the same size.
    Table: Land Vehicles
    Vehicle Size Weight AC Hit Points Speed Crew Cost Supply Special Cart Large 1,000 lbs 11 30 Drawn 1 15 gp 40 Drawn Wagon Huge 1,300 lbs 12 80 Drawn 1 35 gp 80 Drawn Carriage  Large 1,800 lbs 15 120 Drawn 1 100 gp 40 Drawn Chariot Large 60 lbs 16 50 Drawn 1 250 gp 40 Drawn, personal Dog sled Large 100 lbs 12 40 Drawn 1 20 gp 40 Drawn, personal Table: Water Vehicles
    Vehicle Size AC Hit Points Speed Crew Cost Supply Special Canoe Large 12 30 30 feet/3 mph 1 25 gp 40 Personal Rowboat Large 11 50 20 feet/2 mph 1 50 gp 40 - Sailing ship Gargantuan 15 300 50 feet/5 mph 30 10,000 gp 800 Armed (Ballista ×2) Galley Gargantuan 15 500 40 feet/4 mph 60 30,000 gp 800 Armed (Ballista ×2), transport Warship Gargantuan 16 600 40 feet/4 mph 50 25,000 gp 800 Armed (Cannon ×4) Table: Air Vehicles
    Vehicle Size AC Hit Points Speed Crew Cost Supply Special Hot-air balloon Large 10 40 20 feet/2 mph 1 7,500 gp 40 Three-Dimensional Table: Siege Weaponry
    Weapon Size Cost AC Hit Points Range Target Damage Ballista Large 500 gp 15 50 140/480 ft One 3d10 piercing damage Cannon Large 2,000 gp 19 75 600/2,400 ft One 8d10 bludgeoning damage Mangonel Large 850 gp 15 100 200/800 ft* One 5d10 bludgeoning damage Trebuchet Huge 2,500 gp 15 150 300/1,200 ft* One 8d10 bludgeoning damage *This siege weapon cannot attack targets within 60 feet.
  2. jokomaisu

    Rules
    Containers
    Adventuring means surviving the elements, desperately searching for your next meal after rations have run out while traveling far from civilization, and overcoming other rigorous obstacles that are part of any epic journey. Table: Containers has the most common types of containers, though it's typical for many knaves to get by with just a backpack and a waterskin.
    Table: Containers
    Container Capacity Cost Weight Backpack* 30 pounds of gear or 1 cubic foot 2 gp 5 lbs Barrel 40 gallons liquid or 4 cubic feet solid 2 gp 70 lbs Basket 40 pounds of gear or 2 cubic feet 4 sp 2 lbs Bottle, glass 1 1/2 pints liquid 2 gp 2 lbs Bucket 3 gallons liquid or 1/2 cubic foot solid 5 cp 2 lbs Case, crossbow bolt 20 crossbow bolts 1 gp 1 lb Case, map or scroll 10 paper sheets or 5 parchment sheets 1 gp 1 lb Chest 300 pounds gear or 12 cubic feet 5 gp 25 lbs Flask or tankard 1 pint liquid 2 cp 1 lb Jug or pitcher 1 gallon liquid 2 cp 4 lbs Pot, iron 1 gallon liquid 2 gp 10 lbs Pouch 6 pounds of gear or 1/5 cubic foot 5 sp 1 lb Quiver 20 arrows 1 gp 1 lb Sack 30 pounds of gear or 1 cubic foot 1 cp 1/2 lb Vial 4 ounces liquid 1 gp - Waterskin 4 pints liquid 2 gp 5 lbs (full), 1/2 lb (empty) *You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
  3. jokomaisu

    Rules
    Spellcasting Foci
    Many spellcasters rely on a magical focus, an item that allows them to channel their power. Using a spellcasting focus allows a spellcaster to forgo many material components for their spells. A wide variety of items can be turned into magical foci, which fall into three primary categories:
    Arcane Focus: These foci are soaked in arcane power and often engraved or painted with eldritch symbols and cosmic iconography. Orbs, crystals, grimoires, staves, or wands are often used as spellcasting foci by sorcerers, warlocks, and wizards.
    Divine Focus: These foci (often called holy symbols) are representations of a deity, pantheon, or ideal. They usually depict the crest or icon of a specific god or are of symbolic importance to a particular faith. Reliquaries, censers, amulets, emblems, or tattoos are often used as spellcasting foci by clerics and heralds.
    Nature Focus: These foci typically incorporate furs, feathers, living plants, sacred wood, or the bones or teeth of sacred animals. Staves, wands, wonders, fetishes, or totems are typically used as spellcasting foci by druids and rangers.
    Table: Spellcasting Foci
    Item Cost Weight Amulet 5 gp 1 lb Censer 15 gp 2 lbs Crystal 10 gp 3 lbs Emblem 5 gp - Focus tattoo 75 gp - Grimoire 25 gp 5 lbs Orb 10 gp 3 lbs Reliquary 5 gp 2 lbs Rod 10 gp 2 lbs Staff 5 gp 4 lbs Totem 1 gp - Wand 10 gp 1 lb Wonder 30 gp - Focus Tattoo. Some spellcasters permanently mark their bodies with symbols of their deity, eldritch runes, or ritualistic symbols. You can apply a focus tattoo over the course of a long rest, after which it functions as a spellcasting focus. Focus tattoos draw on a bearer’s own magic, and must be attuned like a magic item in order to function and require an attunement slot. When you cast spells with a focus tattoo in this way, you must briefly touch your focus tattoo with your free hand.  
    Grimoire. These large and imposing tomes can function as a spellbook and a spellcasting focus. 
    Staff. In addition to its use as a spellcasting focus, a staff can also be used as a quarterstaff.
    Wonder. A wonder is an unusual spellcasting focus such as a sacred flower that never wilts, a prismatic crystalized skull, or a polished burl that whispers with the language of the trees. If you lose a wonder, you can replace it with a ritual that takes 10 minutes and requires 5 gold worth of rare materials. You must be able to cast ritual spells to restore a lost wonder in this way. When you do so, any previous wonders created this way are destroyed.
  4. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    I focused on equipment this week because it's the last piece needed for character creation (unless I've completely overlooked something).
    If you're familiar with D&D 5e, you'll see plenty of new stuff added here — both new items and new rules.
    I would say that I'm almost halfway done with the equipment section, so I hope to have this finished by the beginning of June. Once that's completed, I'll give everything a good look over before officially announcing that it is time for everyone to create their knave. Please do not let this stop you all from discussing the types of knaves you want to play before then 🙏🏼
    That's all for now 👋
    Until next time...
    For the bounty!
  5. jokomaisu

    Rules
    Shields
    Shields can range from a dueler’s fencing buckler to the tower shields of mercenary armies. You may wield two shields, but only gain the defensive benefits of one shield at a time. When it is used to attack, a shield is treated as an improvised weapon that deals 1d4 bludgeoning damage.
    Table: Shields
    Shield Cost Weight AC Bonus Light 10 gp 4 lbs +1 Medium 20 gp 8 lbs +2 Heavy 35 gp 20 lbs +2 Pavise 75 gp 25 lbs +2 Donning a shield grants no benefit to Armor Class if you are not proficient with shields, and you are unable to take cover behind it, plant it on the ground, or sacrifice it.
    A creature one size category larger than the shield was designed for treats it as a shield that is one degree lighter, while a creature one size category smaller treats it as a shield that is one degree heavier. If that would make a light shield lighter or a heavy shield heavier, the shield cannot be used by that creature.
    The costs and weights in Table: Shields are for shields made from steel. 
    Light. Light shields increase your Armor Class by 1. You may throw this shield, treating it as an improvised weapon that deals 1d6 bludgeoning damage.
    Medium. Medium shields increase your Armor Class by 2.
    Heavy. Heavy shields increase your Armor Class by 2 and you gain an expertise die on Dexterity saving throws . When you take the Dodge action while wielding a heavy shield, you may instead take cover behind your shield, gaining a knack die to your Armor Class until the start of your turn. You have disadvantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks while wielding a heavy shield, and you cannot squeeze through spaces smaller than your size category.
    Pavise. These large rectangular shields share the properties of a heavy shield. These shields cover the entire body and reduce your Speed by 10 feet. On your turn, you may use an object interaction to plant it in the ground, gaining half cover (+2 bonus to AC, Dexterity saving throws, and ability checks made to hide) and advantage on saving throws made to resist being shoved or knocked prone and while you remain behind it. Unplanting a pavise requires a bonus action.
    Pavises are bulky items and count as such even when donned.
    Improvised Shields
    If you are proficient with shields, you can use an action to pick up a nearby object of your size category or larger to use as a shield. The size of the object determines the degree of shield it becomes: an object your size can be used as a light shield or an object of one size category larger can be used as a medium shield.
    An improvised shield is destroyed when you take a critical hit (it cannot be sacrificed), it cannot be repaired or customized, and it becomes useless after 10 rounds of combat.
    Sacrifice Shield
    When you take a critical hit, you can use your reaction to block it and sacrifice your shield, turning the critical hit into a regular hit. Afterward, your shield is broken, or if your shield is magical it instead becomes mundane for 1 hour.
  6. jokomaisu

    Rules
    Customizing Armaments
    As a general rule of thumb, weapons should have no more than three properties unless one of those properties is a restriction. Shields and armor should have no more than two properties. You may also use a combination of the weapon or armor properties and the additional properties listed here to create functionally distinct gear.
    Particularly skilled craftspeople may be able to include the following properties when crafting standard gear, as well. Typically, such an addition costs a minimum of 50 gold or the full cost of the base item, whichever is higher.
    Blackened (Armor Only). This special treatment makes the metal of the armor dark and difficult to spot in the dark. If its wearer is in dim light conditions, it does not have disadvantage on Dexterity (Stealth) checks due to the Stealth modifier of the armor. For medium and heavy metal armor only.
    Camouflaged (Armor Only). The terrain type for camouflaged armor is chosen when it is crafted. You gain a knack die on Stealth checks while wearing camouflaged armor crafted for the terrain you are in. 
    Flamboyant (Weapons Only). Creatures have disadvantage on saving throws made to resist being distracted by this weapon, and you have advantage on Intimidation or Performance checks made with the use of it.
    Hands-Free (Shields Only; 25 gold). This shield mounts to your arm, leaving your hand free. You cannot wield a weapon with this hand unless it has the hand-mounted property. Only light shields may be hands-free. Hands-free shields cannot be thrown.
    Quickdraw (Weapons Only). If you would normally only be able to draw one of these weapons on a turn, you may instead draw a number equal to the number of attacks you make. 
    Rebounding (Thrown Weapons and Shields Only). When you make a ranged attack with this weapon or shield, you may make the attack with disadvantage. If you hit, the weapon returns to your hand. Piercing weapons cannot have this trait.
    Mirrored (Shields Only). Only shields of fine or masterwork quality can be mirrored. This shield has been polished to a mirror-like finish capable of showing a reflection. When you would be targeted or affected by a gaze effect, you can use your reaction to cause the effect to instead target either the source of the effect or a creature of your choice within 30 feet of you. While wearing this shield you have disadvantage on Stealth checks.
    Scudetto (Shields Only; 5 gold). Only light shields can bear a scudetto; an emblem of the city it belongs to and a symbol of pride for those enthusiasts who
    follow the Draconian Football game. You gain a +1 bonus to all Charisma checks against the inhabitants of the city to which the shield is consecrated.
    Spiked (Armor Only). A creature that begins its turn grappling you takes 1 piercing damage while you are wearing spiked armor.
    Spikes (Shields Only; 75 gold). Some shields are equipped with spikes. When you use your shield to make an attack, you deal 1d4 piercing damage instead of 1d4 bludgeoning damage. When you use your shield to shove or knock someone prone, but would not normally deal damage, you instead deal 1d4 piercing damage on a success. Only light or medium shields may be spiked in this way.
    Stealthy. This armor or weapon has been disguised to look like a piece of clothing or other normal item. A creature observing the item only realizes that it is armor or a weapon with a DC 15 Investigation check (made with disadvantage if the armor is being worn at the time or the weapon is sheathed).
    Storage. This piece contains a hidden compartment the size of a small vial. On weapons, this compartment may have a release that allows liquid placed in the compartment, such as poison, to flow out and coat the blade or head. You can use a bonus action to release the liquid stored in a weapon.
  7. jokomaisu

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

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

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

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

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

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

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

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

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

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

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

    Rules
    Medicinals
    Not everyone has access to magical healing spells. The following herbal remedies and potions may be commonly available from apothecaries and herbalists.
    Drinking or administering a potion or remedy takes an action.  Knack dice granted by the use of medicine can only be gained from that type of medicine once between long rests. Adderwort Roots. Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain a knack die on Constitution saving throws for 1 hour.
    Antitoxin. Consuming the dark bitter liquid in this vial removes the poisoned condition and you gain advantage on saving throws against poison for 1 hour.
    Bandage. These strips of sterilized cloth staunch bleeding and cover wounds. You can use an action to apply a bandage to yourself or another creature to end ongoing piercing or slashing damage. When using improvised bandages there is a 50% chance of exposure to a disease.
    Dried Yewclaw Bark. Eating strips of this dried yellow bark calms and clarifies the mind, and after consuming this bark you gain a knack die on Intelligence saving throws for 1 hour.
    Fairy Cap. Consuming this small red mushroom cap removes inhibitions and creates confidence, and after you eat it you gain a knack die on Charisma saving throws for 1 hour.
    Healer's Satchel. This leather pouch contains medical implements used to patch up wounds. As an action, you can expend one use of this item to stabilize a creature that has 0 hit points, without needing to make a Medicine check.
    Healing Potion. These potions have auras of evocation magic invisible to mundane eyes.
    Basic: When you drink the bright red liquid in this flask, you regain 2d4 + 2 hit points.
    Greater: When you drink the pure red concoction in this flask, you regain 4d4 + 4 hit points.
    Superior: Requiring rare ingredients, the recipes for these potions are jealously guarded by master herbalists. When you drink the glowing crimson liquid in this vial, you regain 8d4 + 8 hit points.
    Supreme: Only a few herbalists every generation master the precise artistry required to brew these serums. When you drink the iridescent liquid in this vial you regain 10d4 + 20 hit points.
    Ironwood Acorn. This tough acorn must be swallowed whole to fortify your muscles and sinews, and after you eat it you gain a knack die on Strength saving throws for 1 hour.
    Jar of Leeches. This jar contains bloodthirsty medicinal worms useful for curing many maladies. You can expend one use of this jar during a short rest to administer leeches to yourself or a willing creature. A creature who has leeches administered to them cannot regain hit points during this short rest due to blood loss, but it may repeat a saving throw to remove the poisoned condition or a blood-borne disease (DC equal to the original effect).
    Alternatively, as an action you can throw this jar up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the jar as an improvised weapon. On a hit, if the target is a Large or smaller creature it takes 1d4 ongoing damage. A creature can end this damage by using its action to remove the leeches.
    Laudanum. This mixture of ambergris, saffron, and other rare ingredients can calm the nerves and ease mental pain. When you drink the bitter reddish-brown concoction in this vial you recover a level of strife. Roll 1d10. On a 1, you gain a short-term mental stress effect. Once a creature benefits from laudanum, it cannot do so again until it finishes a long rest.
    Lavender Paste. Mixing lavender petals with herbs creates a natural insect repellent. You can use an action to apply the paste to yourself or a willing creature, granting immunity to insect-based hazards in swampy terrain. In addition, the creature gains benefits equivalent to mosquito netting for the next 24 hours.
    Medicinal Salve. Made from herbal ingredients, this tin of soothing salve can help mend grievous injuries. You can apply medicinal salve to your or a willing creature’s wounds during a short rest. A creature treated with medicinal salve rolls a bonus Hit Die and adds the result to the total number of hit points regained during the short rest. When used with a bandage, the bonus Hit Die from a medicinal salve restores the maximum amount of hit points. Once a creature benefits from a medicinal salve, it cannot do so again until it finishes a long rest.
    Pressed Spiderbulb. Consuming this dried flower grants you energy and tightens your reflexes, and after you eat it you gain a knack die on Dexterity saving throws for 1 hour.
    Sycamore Petal Poultice. Consumption of these pulped petals heightens your senses, and after you eat it you gain a knack die on Wisdom saving throws for 1 hour.
    Table: Medicinals
    Item Cost Weight Adderwort roots 10 gp - Antitoxin 75 gp - Bandage 1 sp - Dried yewclaw bark 5 gp - Fairy cap 5 gp - Healer’s satchel (10 uses) 5 gp 3 lb. Healing potion (basic) 50 gp 1/2 lb. Healing potion (greater) 150 gp 1/2 lb. Healing potion (superior) 550 gp 1/4 lb. Healing potion (supreme) 1,500 gp 1/4 lb. Ironwood acorn 5 gp - Jar of leeches (5 uses) 25 gp 1 lb. Laudanum 35 gp 1/4 lb. Lavender paste (5 uses) 10 gp 1/2 lb. Medicinal salve (3 uses) 75 gp 1/2 lb. Pressed spiderbulb 10 gp - Sycamore petal poultice 10 gp -
  9. jokomaisu

    Rules
    Counterfeit
    The Kingdom is well-known for its counterfeit goods: forged documents and fake coins are almost more popular than real ones, bogus relics and works of art have entirely dedicated retail and wholesale markets, the capital of Alazia itself, Port Patacca, takes its name from the rip-offs served up to naive travelers, and any object or service that appears in the game can be counterfeit.
    Counterfeit equipment has 3 key features:
    It always seems very convenient: In fact, a counterfeit item generally costs 50% less than the corresponding object, according to the official price lists. To any doubtful question of the buyers, the sellers often try to justify themselves by saying that it has been regularly stolen or it's "second-hand" (which is the same thing). But that's hardly ever true: it's simply counterfeit! It looks like common equipment: Counterfeit equipment does not cause any penalty to social reactions like shoddy equipment. It works like shoddy equipment: Apart from the aforementioned penalty to social reactions, counterfeit equipment shares the same issues and causes the same disadvantages as the shoddy version of the same items. Counterfeit, Fake, and Bogus Items
    As already mentioned, every single material thing in the Kingdom can be falsified, faked, and counterfeited. However, there are some special pieces of equipment and items, which are born fake, and are subject to further options. Remember, be careful: falsifying documents, relics, coins, and works of art is a straight-up misdeed that could considerably increase the Knaves' Bounty!
    Counterfeit Papers
    Any kind of falsified papers, from a pig’s transport document to an aristocratic event's official invitation. If examined carefully, it is possible to tell that counterfeit papers are actually forged documents. In order to do so, a character must succeed on a DC 20 Intelligence (Investigation) check (DC 15 in case of shoddy counterfeit papers).
    Counterfeit Maps
    Created by excellent forgers and artists, these maps can have many uses and support incredible deceptions. It is said that in the Kingdom, there are more bogus maps than authentic ones, and they pass from hand to hand, deceiving the most unwary.
    Counterfeit Nobility Papers
    Heraldry documents and similar stuff, with which a Knave can easily pretend to belong to the high aristocracy or a precise family. Nobility papers work exactly like the most common counterfeit papers, except that they cost a lot more, due to the several necessary precautions to be taken during the forgery: watermarked parchments and royal seals, just to name a few.
    Counterfeit Valuable Objects
    The Kingdom is home to virtuosos and artists of all kinds, among the best in Occasia, and many of these go around the Kingdom painting pictures and sculpting statues for the richest gentlemen, or those willing to spend ridiculous amounts for their works. There's a whole, colossal world of clandestine markets trading these counterfeit pieces of art.
    Counterfeit Relics
    After centuries of frauds and rip-offs, it would be impossible even for the most charismatic scoundrel to sell the fake half-gnawed-by-dogs body part of a saint, no matter how gullible the peasant or how pious the friar. In order to produce a self-respecting counterfeit relic today, a good forger would need at least gold and silver settings, some hard stone embedded in the framework, or a velvet and crystal reliquary. Once this is done, the sky is the only limit to the scam!
    Table: Counterfeit, Fake, and Bogus Items
    Name Cost Counterfeit Papers and Maps 10 gp Counterfeit Nobility Papers 25 gp Counterfeit Valuable Objects and Relics 30 gp
  10. jokomaisu

    Rules
    Fine and Masterwork
    Some weapons and armor are crafted with extreme skill, often as the crowning accomplishment of a craftsperson’s life. These pieces are visually distinctive and cost more than similar items of lower quality.
    Typically, only masterwork items are enchanted, as flimsier pieces tend to not be able to withstand the magical forces—a fine item can become magical junk of up to uncommon rarity, and a masterwork item can become magical junk of up to any rarity.
    A fine item always costs at least full price plus either 50% of the full price or 25 gold, whichever is greater. A masterwork item costs at least full price plus either 100% of the full price or 125 gold, whichever is greater. An item must be originally created as a fine or masterwork item; it cannot be upgraded to a higher quality level.
  11. jokomaisu

    Rules
    Lifestyle Expenses
    Living costs money, and when not out delving dungeons or exploring Knaves still need to eat, drink, and sleep to stay alive. A hot meal can be a glorious sight compared to the endless trail rations, and a room with a warm bed is a welcome respite compared to the unknown dangers on the trail.
    While all food and lodging provide the same mechanical benefits of rest and sustenance, a bowl of gruel and a roasted pheasant have quite different costs and are usually enjoyed by different social circles. There are three general categories of lifestyle: poor, moderate, and rich.
    Poor. A poor lifestyle is usually the most common one, and the poor social circle is typically filled with folks barely making it day by day, as well as people willing to stab or smuggle their way toward better things. Dining and lodging in poor social circles is useful when seeking out underworld contacts, fences, and assassins. A poor lifestyle inflicts a -1 Notoriety penalty (to a minimum of 0).
    Moderate. A moderate lifestyle is most often enjoyed by craftsmen, tradesmen, merchants, and those working for a living but otherwise managing to live comfortably. Dining and lodging in moderate social circles is useful when seeking out professionals in legitimate services, guild members, and specialists.
    Rich. A rich lifestyle is rarely achieved and most often inherited, and the luxuries it entails are enjoyed by the extremely lucky or the ruthlessly cunning. Dining and lodging in rich social circles is useful when seeking out nobility, heads of state, royalty, or any leader or high-ranking member of a major organization. A rich lifestyle grants a +1 Notoriety bonus.
    Table: Lifestyles
    Lifestyle Meal
    Cost
    Example Meal Lodging
    Cost Daily Living Expenses Notoriety Poor 5 cp Mug of ale, hunk of bread, bowl of vegetable stew, and a small hunk of cheese. 1 sp 2 sp -1 Moderate 4 sp Mug of ale, turkey leg, cheese wedge, and an apple. 6 sp 1 gp, 5 sp +0 Rich 1 gp Roast pheasant, glass of wine, pork sausage links, and a fruit tartlet. 3 gp 5 gp +1
  12. jokomaisu

    Rules
    Trading
    While gold pieces and other coinage are used to describe the value of items throughout this chapter, they are not the only way wealth manifests itself in the world. Merchants and crafters accept coins, and most people will have access to coins to give as quest rewards. Other types of currency and trade are common too. Gems, information, services, and exchanged goods are useful ways for the average person to acquire what they need. Working people of every stripe may find it easier to barter day-to-day, and many local governments accept taxes in valuable items that meet the amount due—whether that be poultry or fine wines. The wealthy may trade in the same way albeit on a grander scale such as with deeds, parcels of land, or full bars of precious metal.
    Trading Valuables and Treasure
    It’s likely that on your adventures you’ll come across an immense variety of valuables ranging from unusual trinkets to weapons and armor of every make, shape, and size. While common items can be sold in almost any town, some more unique items may be difficult to sell without locating a specialist or a sufficiently wealthy collector.
    Used Weapons, Armor, and Equipment
    Used equipment in good working order will usually sell, but it may be worth half (or even less) than a new item. This is not a hard and fast situation and vendors may be swayed into giving more—how your character persuades someone to do that is up to them.
    Magical Junk
    The ease of selling magical junk differs from place to place. If in a region where magic is commonplace—perhaps an arcane academy is nearby—selling these items is relatively straightforward and can be highly profitable. In regions where magic is rare, vendors may not believe the item is genuine let alone be willing to buy it. If they can be sold, magical junk is valuable and often cost more gold than the average person would see in a year or even a lifetime.
    Treasure and Art
    Items such as gems, precious metals, jewelry, and art are valuable because they are sought after across the world. For this reason, they rarely diminish in price and may even gain value as time goes by. Lost relics or pieces by master crafters are especially likely to bring in vast amounts of gold despite their lack of magical or practical utility.
    Basic Trade Goods
    Trade goods such as grain, salt, and domesticated beasts are sought after everywhere and so are unlikely to diminish much in value from place to place. Because of their almost universal usefulness, these are the items most commonly used to barter for the average person.
    Trade Goods
    You can’t eat money, and all wealth is eventually measured in commodities, luxuries, and trade goods. Local shortages, surpluses, trade embargoes, and treaties may shift values, but the following trade goods table shows the value of many commonly exchanged goods.
    Table: Trade Goods
    Cost Goods 1 cp 1 lb. of wheat 2 cp 1 lb. of flour or one chicken 5 cp 1 lb. of salt 1 sp 1 lb. of iron 1 sp 1 square yard of canvas 2 sp 1 square yard of leather 5 sp 1 lb. of copper or iron, or 1 square yard of cotton cloth 1 gp 1 lb. of bronze 1 gp 1 lb. of ginger or one goat 2 gp 1 lb. of cinnamon or pepper, or one sheep 3 gp 1 lb. of cloves or one pig 5 gp 1 lb. of silver or 1 square yard of linen 10 gp 1 square yard of silk or one cow 15 gp 1 lb. of saffron or one ox 50 gp 1 lb. of gold 50 gp 1 gram of diamond dust 100 gp 1 lb. of cold iron 750 gp 1 lb. of mithral 1,000 gp 1 lb. of adamantine
  13. jokomaisu

    Rules
    Money
    There are many currencies, ancient coins, chicken feed, and items of exchange circulating up and down the Kingdom’s cart tracks.
    A gold piece is the average day’s wage for a skilled artisan such as a tailor, carpenter, or armorer. They are commonly called "aureos" or "big pieces".
    A silver piece is half a day’s wages for an unskilled laborer. The most important and common exchanges are made in silver coins, and each region of the Kingdom has its own mint. In the Kingdom of the Two Scyllas they are called "taralles"; in Penumbria "baiocchi"; "florins", "triskeles", and "sequins" in Torrigiana, Quinotaria, and Vortigana respectively. "Marks" is the name they go by in Spoletaria, "sesterces" in Alazia, "bissones" in Galaverna and Pianaverna, and "lire" in Falcamonte.
    A copper piece is the most common coinage amongst the lower-paid working class. They are only good for buying eggs at the market. These are generically known as "quatrins", "coppers", or "piccioli" (in Zagara, for example).
    Whatever their name, the weight and value of these coins is roughly the same. On average, 50 coins of any of the above-mentioned values weigh 1 pound.
    An iron piece is as large as a medal. Given their considerable weight, they are called "hunks" and "petechins". One iron piece weighs 1 pound.
    Table: Exchange Rates and Relative Value
    Currency Copper Piece Silver Piece Iron Piece Gold Piece Copper 1 1/10 1/50 1/100 Silver 10 1 1/5 1/10 Iron 50 5 1 1/5 Gold 100 10 5 1
  14. jokomaisu

    Rules
    Maintenance
    Like all gear, mundane weapons and armor wear out over time, and keeping them in good working order requires maintenance and repair. Regular day-to-day maintenance is assumed—your bowstring is oiled, your blade is sharpened, and your armor is polished.
    However, Knaves frequently encounter unusual events that are exceptionally hard on gear that may require a DC 10 maintenance check (or DC 15 if the stress was particularly severe). If you are proficient with the tools required to repair your gear, as listed in Materials, add your proficiency bonus to the check. On a success, the gear is restored to full working order. On a failure or until the roll is made successfully, gear is damaged.
    Damaged
    An action is required to draw a damaged weapon or prepare a damaged spellcasting focus. Travel pace is halved for a damaged vehicle.
    Some examples of when a maintenance check would be needed include: 
    After the party traverses difficult terrain, such as mud or water. After the party has a particularly messy combat encounter. After a party member fails a check that could result in damage to gear (like failing an Athletics check while climbing and taking falling damage). After a party member drops to 0 hit points (with one roll per time rendered unconscious, if applicable). After a party member is swallowed by a creature. When you fail a maintenance check and your gear is already damaged, it becomes broken and cannot be used with its full effectiveness until repaired.
    Broken
    A broken item is also damaged. In addition, the bonus to Armor Class granted from broken armor and broken shields is halved (minimum 1), and a broken weapon deals half damage.
    Repairs
    Repairing damaged or broken gear requires a tool check against the DC listed for the gear’s material. You can make one check to repair gear per short or long rest, or hire someone to repair the gear for you (which is an automatic success). The typical cost for hiring out the repair of broken or damaged gear is equal to 1/5th the item’s cost.
    Common Repair DCs
    Also, see Materials.
    Cloth (DC 5 sewing kit) Hide (DC 10 sewing kit) Iron (DC 15 smith's tools) Leather (DC 10 sewing kit) Steel (DC 15 smith's tools, access to a forge)
  15. jokomaisu

    Rules
    Materials
    The materials your gear is made from determine its effectiveness, durability, ease of repair, and aesthetic. The following are some of the materials that your gear may be made from.
    Material Description Weight Cost Properties Repairability Adamantine As weighty as iron, as flexible as steel, and harder than both, adamantine is the most durable material for weapons and armor, as well as the most expensive. x1.5 x4 Hardy, low-maintenance (advantage), weighty (+2) DC 25
    smith’s tools, access to a forge
    Bone Bones can be shaped into points for arrows and spears or tied together, along with shells and scales, to form durable but high-maintenance armor. Due to its brittleness, bone requires constant repairs and has a short lifespan. x1/2 x1/4 Flaw, lightweight DC 10
    sewing kit
    Weapons are not repairable
    Bronze Bronze is durable but weighty, and tends to be weaker than steel. x1.5 x3/4 Weighty (+1) DC 12
    smith’s tools
    Cloth Cloth is the flimsiest of materials but also the lightest. Padded layers can be worn as independent armor, or underneath metal armor to increase comfort. - - Comfortable, flaw (piercing), underarmor DC 5
    sewing kit
    Cold iron Alloys of iron and phosphorus are called cold iron. Cold iron is a semi-magical material to which many fey creatures are vulnerable. - x2 Feybane DC 20
    smith’s tools
    Hide Tanned animal hides provide more protection than cloth, but are still easily punctured by blades and arrows. Leather that is left untreated or with the fur or scales still on is known as hide. - - Comfortable, wild DC 10
    sewing kit
    Iron Iron is weighty and fragile, typically alloyed with carbon (to form steel). x1.5 x1/2 Rust, weighty (+2) DC 15
    smith’s tools
    Leather Tanned animal hides provide more protection than cloth, but are still easily punctured by blades and arrows. - - Flaw (piercing) DC 10
    sewing kit
    Mithral Lighter than steel, mithral is a prized material for its ability to be worked into light, comfortable, and beautiful armor or weapons. x1/2 x3 High-quality, lightweight, low-maintenance (advantage) DC 25
    smith’s tools, access to a forge
    Silver Usually an iron-silver alloy rather than pure silver. - x2 Silvered DC 20
    smith’s tools
    Steel Steel is an alloy of iron and carbon that is lighter and sturdier than its counterparts, but requires skill and great heat to make. Steel is the basis of many sets of armor, including chain, plate, and metalwork inside brigandine. - - Low-maintenance (knack die) DC 15
    smith’s tools, access to a forge
    Stone Hard and heavy. Stone can be challenging to shape beyond a knapped short blade and quite brittle. x2 Weapons
    x1/2
    Armor x3
    Fortified, weighty (+2) Not repairable Wood Wood is widely accessible and typically used for weapons. Weapons made of wood tend to be fire-hardened with special oils to increase their durability. - - Flaw (armor only) DC 15
    woodworker’s tools
    Material Properties
    The materials a weapon or suit of armor is made from determine how best it protects the Knave using it, as well as how it needs to be maintained.
    Comfortable. Armor with this property is comfortable enough to sleep in without penalty.
    Feybane. When using a feybane weapon you have advantage on attacks made against fey. While you are wearing feybane armor fey have disadvantage on attacks made against you.
    Flaw. A weapon with the flaw property breaks when you roll a natural 1 on an attack roll made with it. Armors break when you take a critical hit or roll a natural 1 on a Dexterity saving throw. If a damage type is noted in parentheses, the armor only breaks on a critical hit from that damage type, or the weapon only breaks if it does damage of that damage type.
    Fortified. Fortified armor increases the Armor Class it grants by 1.
    Hardy. While wearing hardy armor, the first critical hit against you since your last short or long rest becomes a normal hit. You cannot use this feature again until you make adjustments to the armor during a short or long rest.
    High-Quality. These weapons and armor are considered one quality level higher (standard becomes fine, and fine becomes masterwork).
    Lightweight. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the lightweight version of the armor doesn’t.
    Low-Maintenance. You gain advantage or a knack die on maintenance checks made on low-maintenance gear.
    Rust. When exposed to water and not maintained, this gear cannot be repaired.
    Silvered. Weapons made from an alloy of silver are considered silvered for the purposes of damage resistance.
    Underarmor. This armor can be worn under medium and heavy armor.
    Weighty. The heaviness of some materials results in an increase to the armor’s Strength requirement, if the armor has one. The increase is noted in parentheses.
    Wild. While wearing hide armor you cannot gain knack dice on Deception and Persuasion checks made in urban environments.
  16. jokomaisu

    Game Forum Updates
    New Compendium posts: Ancient Culinary Art Apothecary Bounceback Exceedingly Gifted Forced March Forest Companion Heavy Metal Armored Jibber-Jabber Knave's Pedigree Magicance Malebolge Nostalgia Natural Born Assault Trooper One Foot in the Grave Patch Up Pantagruel's Heritage Peasant Soul Rabbies Rat's Cunning Resistant Nonexistent Seasoned Wood Shieldance Shoplifting Stars and Stables Child Throwance Vetern Deserter Viperwolf Blood Sources of Inspiration Inspiration Features Paragon Features
  17. jokomaisu

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

    Rules
    Veteran Deserter
    Every army can boast of a number of loyal veterans who have survived many battles and covered themselves with glory, but the same can be said about the rabble without an ideal, gathering under the banners of renegades, fugitives, traitors, and turncoats, which form the majority of every army in the Kingdom. The veteran deserter is the most experienced and renowned among the deserters, the most cunning and admired among opportunists, double agents, and fugitives, the best at turning tail and crossing the line as soon as the tide begins to turn...
    You have developed a remarkable skill in turning your coat and sneaking away from your allies to desert a battle, or to hide in a crowd. You can snugly wear, modify, or disguise any vest and uniform so that it might fit your new needs. You can also smell trouble from afar and get away in the nick of time. You gain the following benefits:
    You gain proficiency with the disguise kit. If you are already proficient, your proficiency bonus is doubled for any check you make with the disguise kit instead of gaining a knack die. You have advantage on Dexterity (Stealth) check and you cannot be surprised while you are conscious.
  19. jokomaisu

    Rules
    Shoplifting
    Prerequisite: Arcimboldo
    When arcimboldos find around them an object that they may acquire as part of their body (weapons and tools for a scrapper; plants for an orcharder; clothes and accessories for a ragpicker) they can snatch it with a quick move of “luxury expropriation” and quickly hide it among the jumbled items of their body. By then, even if they are caught red-handed, good luck in demonstrating that the object wasn’t part of their body from the beginning...
    You gain the following benefits:
    Increase your Strength, Wisdom, or Charisma score by 1, to a maximum of 20. Using a reaction, you can add the acquired piece to your body, gaining a number of temporary hit points equal to your character level plus your proficiency bonus. You can use this ability a number of times equal to your proficiency bonus, and you regain all of your expended uses when you finish a long rest.
  20. jokomaisu

    Rules
    Resistant Nonexistent
    Prerequisite: Nonexistent
    As a nonexistent, you are particularly resistant, and all your components are more resilient than usual in case of accidents or bludgeoning blows. You gain the following benefits:
    +1 bonus to Armor Class. Your maximum hit points increase by an amount equal to your class level when you gain this feat. From then on, every time you gain a level, your maximum hit points increase by 1 additional hit point.
  21. jokomaisu

    Rules
    Rat’s Cunning
    Prerequisite: Pantegarn
    As a pantegan, you have been through so much, and you won’t be cheated by the first piper or charlatan you meet. You can smell a scam or a magic con. You gain the following benefits:
    Increase your Wisdom score by 1, to a maximum of 20. You have advantage on your Wisdom (Insight) checks. You have advantage on your saving throw against enchantment and illusion effects.
  22. jokomaisu

    Rules
    One Foot in the Grave
    Prerequisite: Paraghoul
    Paraghouls exist somewhere between life and death, and their essence can take many shades. A paraghoul with “one foot in the grave” is much closer to the worst creatures ‘differently alive’ featured in many grim legends and chronicles. You gain some arguable benefits when you face not-dead-yet creatures, but you are also losing your grasp on your humanity, and your appearance is more unsettling than ever. You gain the following benefits:
    Increase your Intelligence or Charisma score by 1, to a maximum of 20. You gain resistance to necrotic damage. You cannot be charmed.
  23. jokomaisu
    Natural Born Assault Trooper
    You are a veteran who has fought many times in the front lines. You do not fear death, and you have charged well entrenched troops many times, sustained only by your faith in the Ternal Father or in your foes’ ineptitude. You gain the following benefits:
    Increase your speed by 10 feet. You have advantage on saving throws against the frightened condition. If you move at least 20 feet straight toward an enemy, you can use a bonus action to make a melee weapon attack.
  24. jokomaisu

    Rules
    Magicance
    Prerequisite: Ability to cast spells
    You know how to make the most of your arcane arts and other buffooneries in combat, distinguishing yourself from your peers: charlatans, slickers, and hexers. You gain the following benefits:
    You don’t have disadvantage on attack rolls to hit with a ranged spell attack when there is a hostile creature within 5 feet of you. You ignore a spell’s verbal component.
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