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<blockquote data-quote="the Jester" data-source="post: 9526217" data-attributes="member: 1210"><p><strong>FAMILIAR BINDER</strong> </p><ul> <li data-xf-list-type="ul">You learn the ritual required to find a familiar, a spirit in the form of an animal that serves you as an aide and mystical adviser. The ritual takes 1 hour to perform and requires 100 gp of arcane components, at the culmination of which the familiar appears in the form of a tiny animal of your choice, such as a frog, crow, cat, dog, weasel, or similar creature. The familiar has the following features and traits.<ul> <li data-xf-list-type="ul">All familiars have AC 12, 2d4 Hit Dice, Int 14, Wis 12, and Cha 12. They can speak one language you know (your choice). Their physical ability scores are as appropriate to their body form.</li> <li data-xf-list-type="ul">While you bear or carry your familiar, it takes no damage from effects that don't specifically target it.</li> <li data-xf-list-type="ul">If your familiar dies, you take 1d6 Con damage, which recovers at a rate of 1 per long rest. You can perform the ritual again to re-summon the same familiar or call a different one. If you summon the same familiar, you can have it appear in a different animal form and choose a different option for it (see below).</li> <li data-xf-list-type="ul">While you are within 1 mile, you can spend 15' of movement to communicate up to six seconds of speech telepathically with your familiar, and you can spend 15' of movement to use the familiar's senses in place of your own for 1 minute or until you spend 15' of movement to end the effect. </li> <li data-xf-list-type="ul">When you first summon it and when you complete a long rest, you can choose one of the following options for your familiar. That option remains until you choose another one; a familiar provides only one such benefit at a time.<ul> <li data-xf-list-type="ul">Failsafe: While your familiar is within 30', if you fail a save, you can use a reaction to succeed instead, and your familiar suffers the effects of the failure. Once you use this ability, you must rest for an hour before you can use it again.</li> <li data-xf-list-type="ul">Receptacle of Robustness: While your familiar is within 5' of you, whenever you take damage, reduce that damage by 1.</li> <li data-xf-list-type="ul">Spell Guide: When your familiar completes a long rest, it can prepare one spell of any level you can cast. If you are a wizard, that spell must be in your spellbook. While your familiar is within 30', you can cast that spell as if you had it prepared.</li> </ul></li> </ul></li> </ul><p><strong>FATHOMER</strong> </p><ul> <li data-xf-list-type="ul">You can breathe water.</li> <li data-xf-list-type="ul">You gain a swim speed of 30', or your existing swim speed increases by 10' (to a minimum of 35').</li> <li data-xf-list-type="ul">You move smoothly and naturally through the water. Water is never difficult terrain for you, and you gain a 1d6 bonus die to checks and saves when dealing with water hazards such as whirlpools, water spouts, strong currents, and the like.</li> <li data-xf-list-type="ul">You learn Aquan and one of the following languages, or two of the following languages if you already know Aquan: Aventi, Crabfolk, Dolphin, Elvish, Locathah, Merellin, Sahuagin or Whale.</li> </ul><p><strong>GATECRASHER</strong> </p><ul> <li data-xf-list-type="ul">When you are within 10' of a portal, you can spend 10' of movement to discern what plane it leads to.</li> <li data-xf-list-type="ul">When you are within 10' of a teleportation circle, you can spend 10' of movement to discern what location it leads to.</li> <li data-xf-list-type="ul">While within 5' of a portal, you can attempt to force it to open or close by making a Cha check. If the portal is locked, the check is on 4d6. If you open or close a portal, it remains open or closed for 1 minute. Alternatively, you can concentrate on the effect to force it to remain open or closed for up to 1 hour. Once you force a portal open or closed, you can't do so again until you rest for 1 hour.</li> <li data-xf-list-type="ul">If a creature teleports into or out of a space you can see within 500', you can use a reaction to teleport as well. Once you use this ability, you can't use it again until you rest for 10 minutes. When you use this ability, choose one of the following options.<ul> <li data-xf-list-type="ul">You teleport to the triggering creature's departure space;</li> <li data-xf-list-type="ul">You teleport to the nearest space big enough for you to the triggering creature's arrival space; or </li> <li data-xf-list-type="ul">You teleport up to 50', but not a greater distance than the triggering creature did.</li> </ul></li> </ul><p><strong>GIANT SLAYER</strong> </p><ul> <li data-xf-list-type="ul">You have a 1d6 bonus die on attacks against creatures at least two sizes larger than you.</li> <li data-xf-list-type="ul">Creatures at least two sizes larger than you have a 1d6 penalty die on attacks against you.</li> <li data-xf-list-type="ul">If a creature at least one size larger than you hits you with an attack, you can use a reaction to make an attack with a weapon or natural weapon against that creature.</li> <li data-xf-list-type="ul">At the start of your turn, if an enemy at least one size larger than you is within 5', you gain 5 temporary hit points. Once you use this feature, you must rest 10 minutes before you can do so again.</li> </ul><p><strong>GLADIATOR</strong> </p><ul> <li data-xf-list-type="ul">You can use your action to put on a flashy display of prowess, potentially intimidating hostile creatures around you. Each enemy within 30' that can see you must make a Wis save. If it fails, it has a 1d6 penalty die on attacks and attacks against it gain a 1d6 bonus die until the end of your next turn. Once you use this ability, you can't use it again until you rest for an hour.</li> <li data-xf-list-type="ul">When you reduce a foe to 0 hit points, you can use a reaction to gain 5 temporary hit points. Once you use this ability, you can't do so again until you rest for 10 minutes.</li> <li data-xf-list-type="ul">You can spend 15' of movement to assess a creature you can see within 50'. Make an Int check; if you succeed, you determine the creature's attack bonus and damage with its primary attack. Once you use this ability successfully, you can't use it again until you rest for 10 minutes.</li> </ul><p><strong>GREAT WEAPON MASTER</strong> </p><ul> <li data-xf-list-type="ul">You get a +2 bonus to attacks with melee weapons that require two hands (such as the great sword, pole arm, and spear).</li> <li data-xf-list-type="ul">When you score a critical hit with a melee weapon that requires two hands, you can also knock the target prone, slide it 10', or both.</li> <li data-xf-list-type="ul">You can spend all your movement and use your action to make a sweeping attack. When you do so, make one attack roll and apply it against each creature of your choice within 5. Once you use this ability, you can't do so again until you rest for 1 hour.</li> </ul><p><strong>GRENADIER</strong> </p><ul> <li data-xf-list-type="ul">You gain a 1d6 bonus die to attacks with thrown weapons.</li> <li data-xf-list-type="ul">When you throw a grenade-like missile, such as a flash of oil or acid, its splash range increases by 5'.</li> <li data-xf-list-type="ul">You get +2 to damage with grenade-like missiles. This applies to both direct and splash damage.</li> <li data-xf-list-type="ul">If a thrown weapon would hit you, you can use your reaction to make a Dex save. If you succeed, you catch the thrown weapon and it does no damage to you. If you have another reaction available, you can use it to throw the weapon.</li> </ul><p><strong>HEALER</strong> </p><ul> <li data-xf-list-type="ul">Whenever you restore hit points to a creature (outside of tending wounds during a long rest), you restore an extra 1d4 hit points to it.</li> <li data-xf-list-type="ul">When tending wounds during a long rest, you gain a 1d8 bonus die.</li> <li data-xf-list-type="ul">You can spend one minute to tend a creature's wounds, restoring 1d6 hit points to it. Once a creature has benefited from this ability, it can't do so again until it completes a long rest.</li> </ul><p><strong>HIGH PRIEST</strong> </p><ul> <li data-xf-list-type="ul">If you have 5th level cleric spells and spell slots, you gain one 6th level spell slot.</li> <li data-xf-list-type="ul">If you have a cleric spell save DC, it increases by 1.</li> <li data-xf-list-type="ul">You can use your channel divinity an extra time between rests.</li> </ul><p><strong>HUNTER OF THE DEAD</strong> </p><ul> <li data-xf-list-type="ul">You have resistance to necrotic damage.</li> <li data-xf-list-type="ul">You gain a 1d6 bonus die on saves against effects produced by undead.</li> <li data-xf-list-type="ul">If you hit an undead creature with an attack with a weapon or a natural weapon, you deal an extra 1d4 radiant damage.</li> <li data-xf-list-type="ul">If you reduce an undead creature to 0 hit points, it must make a Cha save with a 1d6 penalty die. If it fails, it cannot return to undeath, even if it would normally rejuvenate, create or possess a new body, or otherwise return. Even if necromantic magic is used on the body, it can't be reanimated, even as another type of undead such as a skeleton or zombie.</li> </ul></blockquote><p></p>
[QUOTE="the Jester, post: 9526217, member: 1210"] [B]FAMILIAR BINDER[/B] [LIST] [*]You learn the ritual required to find a familiar, a spirit in the form of an animal that serves you as an aide and mystical adviser. The ritual takes 1 hour to perform and requires 100 gp of arcane components, at the culmination of which the familiar appears in the form of a tiny animal of your choice, such as a frog, crow, cat, dog, weasel, or similar creature. The familiar has the following features and traits. [LIST] [*]All familiars have AC 12, 2d4 Hit Dice, Int 14, Wis 12, and Cha 12. They can speak one language you know (your choice). Their physical ability scores are as appropriate to their body form. [*]While you bear or carry your familiar, it takes no damage from effects that don't specifically target it. [*]If your familiar dies, you take 1d6 Con damage, which recovers at a rate of 1 per long rest. You can perform the ritual again to re-summon the same familiar or call a different one. If you summon the same familiar, you can have it appear in a different animal form and choose a different option for it (see below). [*]While you are within 1 mile, you can spend 15' of movement to communicate up to six seconds of speech telepathically with your familiar, and you can spend 15' of movement to use the familiar's senses in place of your own for 1 minute or until you spend 15' of movement to end the effect. [*]When you first summon it and when you complete a long rest, you can choose one of the following options for your familiar. That option remains until you choose another one; a familiar provides only one such benefit at a time. [LIST] [*]Failsafe: While your familiar is within 30', if you fail a save, you can use a reaction to succeed instead, and your familiar suffers the effects of the failure. Once you use this ability, you must rest for an hour before you can use it again. [*]Receptacle of Robustness: While your familiar is within 5' of you, whenever you take damage, reduce that damage by 1. [*]Spell Guide: When your familiar completes a long rest, it can prepare one spell of any level you can cast. If you are a wizard, that spell must be in your spellbook. While your familiar is within 30', you can cast that spell as if you had it prepared. [/LIST] [/LIST] [/LIST] [B]FATHOMER[/B] [LIST] [*]You can breathe water. [*]You gain a swim speed of 30', or your existing swim speed increases by 10' (to a minimum of 35'). [*]You move smoothly and naturally through the water. Water is never difficult terrain for you, and you gain a 1d6 bonus die to checks and saves when dealing with water hazards such as whirlpools, water spouts, strong currents, and the like. [*]You learn Aquan and one of the following languages, or two of the following languages if you already know Aquan: Aventi, Crabfolk, Dolphin, Elvish, Locathah, Merellin, Sahuagin or Whale. [/LIST] [B]GATECRASHER[/B] [LIST] [*]When you are within 10' of a portal, you can spend 10' of movement to discern what plane it leads to. [*]When you are within 10' of a teleportation circle, you can spend 10' of movement to discern what location it leads to. [*]While within 5' of a portal, you can attempt to force it to open or close by making a Cha check. If the portal is locked, the check is on 4d6. If you open or close a portal, it remains open or closed for 1 minute. Alternatively, you can concentrate on the effect to force it to remain open or closed for up to 1 hour. Once you force a portal open or closed, you can't do so again until you rest for 1 hour. [*]If a creature teleports into or out of a space you can see within 500', you can use a reaction to teleport as well. Once you use this ability, you can't use it again until you rest for 10 minutes. When you use this ability, choose one of the following options. [LIST] [*]You teleport to the triggering creature's departure space; [*]You teleport to the nearest space big enough for you to the triggering creature's arrival space; or [*]You teleport up to 50', but not a greater distance than the triggering creature did. [/LIST] [/LIST] [B]GIANT SLAYER[/B] [LIST] [*]You have a 1d6 bonus die on attacks against creatures at least two sizes larger than you. [*]Creatures at least two sizes larger than you have a 1d6 penalty die on attacks against you. [*]If a creature at least one size larger than you hits you with an attack, you can use a reaction to make an attack with a weapon or natural weapon against that creature. [*]At the start of your turn, if an enemy at least one size larger than you is within 5', you gain 5 temporary hit points. Once you use this feature, you must rest 10 minutes before you can do so again. [/LIST] [B]GLADIATOR[/B] [LIST] [*]You can use your action to put on a flashy display of prowess, potentially intimidating hostile creatures around you. Each enemy within 30' that can see you must make a Wis save. If it fails, it has a 1d6 penalty die on attacks and attacks against it gain a 1d6 bonus die until the end of your next turn. Once you use this ability, you can't use it again until you rest for an hour. [*]When you reduce a foe to 0 hit points, you can use a reaction to gain 5 temporary hit points. Once you use this ability, you can't do so again until you rest for 10 minutes. [*]You can spend 15' of movement to assess a creature you can see within 50'. Make an Int check; if you succeed, you determine the creature's attack bonus and damage with its primary attack. Once you use this ability successfully, you can't use it again until you rest for 10 minutes. [/LIST] [B]GREAT WEAPON MASTER[/B] [LIST] [*]You get a +2 bonus to attacks with melee weapons that require two hands (such as the great sword, pole arm, and spear). [*]When you score a critical hit with a melee weapon that requires two hands, you can also knock the target prone, slide it 10', or both. [*]You can spend all your movement and use your action to make a sweeping attack. When you do so, make one attack roll and apply it against each creature of your choice within 5. Once you use this ability, you can't do so again until you rest for 1 hour. [/LIST] [B]GRENADIER[/B] [LIST] [*]You gain a 1d6 bonus die to attacks with thrown weapons. [*]When you throw a grenade-like missile, such as a flash of oil or acid, its splash range increases by 5'. [*]You get +2 to damage with grenade-like missiles. This applies to both direct and splash damage. [*]If a thrown weapon would hit you, you can use your reaction to make a Dex save. If you succeed, you catch the thrown weapon and it does no damage to you. If you have another reaction available, you can use it to throw the weapon. [/LIST] [B]HEALER[/B] [LIST] [*]Whenever you restore hit points to a creature (outside of tending wounds during a long rest), you restore an extra 1d4 hit points to it. [*]When tending wounds during a long rest, you gain a 1d8 bonus die. [*]You can spend one minute to tend a creature's wounds, restoring 1d6 hit points to it. Once a creature has benefited from this ability, it can't do so again until it completes a long rest. [/LIST] [B]HIGH PRIEST[/B] [LIST] [*]If you have 5th level cleric spells and spell slots, you gain one 6th level spell slot. [*]If you have a cleric spell save DC, it increases by 1. [*]You can use your channel divinity an extra time between rests. [/LIST] [B]HUNTER OF THE DEAD[/B] [LIST] [*]You have resistance to necrotic damage. [*]You gain a 1d6 bonus die on saves against effects produced by undead. [*]If you hit an undead creature with an attack with a weapon or a natural weapon, you deal an extra 1d4 radiant damage. [*]If you reduce an undead creature to 0 hit points, it must make a Cha save with a 1d6 penalty die. If it fails, it cannot return to undeath, even if it would normally rejuvenate, create or possess a new body, or otherwise return. Even if necromantic magic is used on the body, it can't be reanimated, even as another type of undead such as a skeleton or zombie. [/LIST] [/QUOTE]
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