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<blockquote data-quote="the Jester" data-source="post: 9526284" data-attributes="member: 1210"><p><strong>IAJATSU MASTER</strong> </p><ul> <li data-xf-list-type="ul">You gain a 1d10 bonus die to initiative. </li> <li data-xf-list-type="ul">You gain an extra reaction.</li> <li data-xf-list-type="ul">If you hit a creature that hasn't taken its first turn in combat, you can spend all your movement to do double damage.</li> </ul><p><strong>INHERITOR</strong> </p><ul> <li data-xf-list-type="ul">You receive an inheritance consisting of one of the following.<ul> <li data-xf-list-type="ul">10,000 gp.</li> <li data-xf-list-type="ul">A random non-cursed magic item that you can use from one of the following categories of your choice: armor, weapons, rod (et. al.), or miscellaneous.</li> <li data-xf-list-type="ul">A modest home and plot of 25 acres of land.</li> <li data-xf-list-type="ul">A spellbook containing 20 levels of wizard spells of your choice. (Cantrips count as half a level.)</li> <li data-xf-list-type="ul">10 random potions.</li> </ul></li> </ul><p><strong>KEEPER OF THE CERULEAN SIGN</strong></p><ul> <li data-xf-list-type="ul">You have resistance to psychic damage.</li> <li data-xf-list-type="ul">You have a 1d6 bonus die on saves against effects produced by aberrations.</li> <li data-xf-list-type="ul">You know how to draw the Cerulean Sign, an ancient symbol used to battle against aberrations. You can use the sign twice, and you regain one use if you rest for an hour and all uses after a long rest. When you draw it, it blazes with blue flames for 1 round. You can draw the Cerulean Sign in the following ways.<ul> <li data-xf-list-type="ul">You can draw it on a door, window, or portal up to 40' square. For 1 hour, an aberration that attempts to move within 10' of that portal must make a Cha save with a penalty die or be unable to do so until the effect ends.</li> <li data-xf-list-type="ul">You can draw it in the air before you. Any aberration within 50' that can see the sign must make a Wis save. If it fails, it takes 2d6 psychic damage, resumes its true form, and can't change or conceal its form or teleport for 1 minute (save ends). A creature that succeeds on this save takes half damage and can't teleport until the end of your next turn.</li> </ul></li> </ul><p><strong>LEADER</strong> </p><ul> <li data-xf-list-type="ul">You attract the service of a handful of loyal followers, including a lieutenant who acts as your second. Whenever you are near a community of friendly humanoids, you can recruit these followers with 8 hours of work, including replacing lost ones. If you mistreat them, your followers will leave you, and you may gain a reputation as a bad leader. In this case, future followers' loyalty will be dubious and their morale will be poor. Your followers have the following traits and features.<ul> <li data-xf-list-type="ul">Followers on adventures earn a share of xp and expect a share of treasure.</li> <li data-xf-list-type="ul">Followers gain a 1d6 bonus die on saves and checks related to maintaining their loyalty.</li> <li data-xf-list-type="ul">Your lieutenant is a 1st level member of your class. If you have more than one class, choose one. Generate its ability scores normally. It doesn't get a hit point kicker.</li> <li data-xf-list-type="ul">You can have a maximum number of followers other than your lieutenant equal to your level. For each follower, choose one of the following.<ul> <li data-xf-list-type="ul">You can choose commoner.</li> <li data-xf-list-type="ul">If you are a cleric, you can choose acolyte.</li> <li data-xf-list-type="ul">If you are a fighter, you can choose student warrior.</li> <li data-xf-list-type="ul">If you are a rogue, you can choose rascal.</li> <li data-xf-list-type="ul">If you are a wizard, you can choose apprentice wizard.</li> <li data-xf-list-type="ul">If you are at least 4th level, you can choose one follower as if you were a member of another class.</li> <li data-xf-list-type="ul">If you are at least 10th level, you can choose two followers as if you were a member of another class or classes.</li> </ul></li> </ul></li> </ul><p><strong>LINGUIST</strong> </p><ul> <li data-xf-list-type="ul">You learn six languages, and every time you gain a level, you learn another language.</li> <li data-xf-list-type="ul">You can learn a language with ten days of full immersion or 20 days of active training.</li> <li data-xf-list-type="ul">If a creature speaks at least one language, you can communicate with it at ¼ normal speed through pantomime, body language, and carefully observing its reactions. You can't do so while in combat or otherwise significantly distracted, and you can't communicate very abstract or complex ideas in this way.</li> </ul><p><strong>LOREMASTER</strong> </p><ul> <li data-xf-list-type="ul">You gain expertise in Intelligence.</li> <li data-xf-list-type="ul">Whenever you make a check to recall lore, you gain a 1d6 bonus die.</li> <li data-xf-list-type="ul">You can spend 5' of movement to attempt to recall lore about legends, tales, stories, and folklore concerning a creature, object, group, or location.</li> </ul><p><strong>MAGE SLAYER</strong> </p><ul> <li data-xf-list-type="ul">You gain a 1d6 bonus die on attacks against creatures that can cast spells.</li> <li data-xf-list-type="ul">When a creature within your reach casts a spell, you can use a reaction to make an opportunity attack against it.</li> <li data-xf-list-type="ul">You gain a 1d6 bonus die on saves against spells that target only you.</li> <li data-xf-list-type="ul">If you are charmed by magic, you can make a Wis save at the end of your turn to end the effect.</li> </ul><p><strong>MAGIC ARMOR FORGER</strong></p><ul> <li data-xf-list-type="ul">You can create magical armor. In addition to the cost of the armor to be enchanted, you must have the listed value in arcane components, required spell slots (which must be expended at the start of each day's work), any special ingredients, and time, as well as access to a workshop or laboratory. Assistants can contribute spell slots to the process, but don't save time or money. Creation can be suspended at the end of a day's work, but if interrupted, a day's work is lost and an additional 25% of the listed cost in components must be expended.<ul> <li data-xf-list-type="ul">Armor of alacrity (3,000 gp, 2 days)</li> <li data-xf-list-type="ul">Armor of fortification (10,000 gp, 7 days)</li> <li data-xf-list-type="ul">Armor of protection (4,000 gp, 3 days)</li> <li data-xf-list-type="ul">Armor of retribution (8,000 gp, 5 days)</li> <li data-xf-list-type="ul">Armor of vulnerability (25,000 gp, 14 days)</li> <li data-xf-list-type="ul">Delver's armor (2,500 gp, the eye of a creature with darkvision, 1 day)</li> <li data-xf-list-type="ul">Dragon scale armor (15,000 gp, the corpse of a dragon of at least the size the armor is to be, 10 days)</li> <li data-xf-list-type="ul">Helm of opposite alignment (10,000 gp, the brain of a creation with psionics, 7 days) </li> <li data-xf-list-type="ul">Helm of teleportation (50,000 gp, 30 days, one 5th level spell slot)</li> <li data-xf-list-type="ul">Shield of missile attraction (8,000 gp, 5 days)</li> </ul></li> </ul><p><strong>MAGIC INITIATE</strong> </p><ul> <li data-xf-list-type="ul">You gain two cantrip slots and two first level spell slot.</li> <li data-xf-list-type="ul">Choose one cantrip and one first level spell from the same spell list. You learn those spells.</li> </ul><p><strong>MAGIC WEAPON MAKER</strong></p><ul> <li data-xf-list-type="ul">You can create magical weapons. In addition to the cost of the weapon to be enchanted, you must have the listed value in arcane components, required spell slots (which must be expended at the start of each day's work), any special ingredients, and time, as well as access to a workshop or laboratory. Assistants can contribute spell slots to the process, but don't save time or money. Creation can be suspended at the end of a day's work, but if interrupted, a day's work is lost and an additional 25% of the listed cost in components must be expended.<ul> <li data-xf-list-type="ul">Axe of berserking (3,000 gp, 5 days, one 1st level spell slot)</li> <li data-xf-list-type="ul">Defender (2,500 gp, 2 days)</li> <li data-xf-list-type="ul">Dense weapon (4,000 gp, 4 days)</li> <li data-xf-list-type="ul">Destructive weapon (1,000 gp, 1 day)</li> <li data-xf-list-type="ul">Flame tongue (5,000 gp, 5 days, one 2nd level spell slot)</li> <li data-xf-list-type="ul">Frost brand (10,000 gp, 7 days, one 4th level spell slot)</li> <li data-xf-list-type="ul">Glowing weapon (500 gp, 1 day, one 1st level spell slot)</li> <li data-xf-list-type="ul">Keen blade (4,000 gp, 4 days)</li> <li data-xf-list-type="ul">Sword of sharpness (25,000 gp, 18 days)</li> <li data-xf-list-type="ul">Weapon of accuracy (2,000 gp, 2 days)</li> </ul></li> </ul><p><strong>MOUNTED WARRIOR</strong> </p><ul> <li data-xf-list-type="ul">While you are mounted, you gain a 1d6 bonus die on attacks.</li> <li data-xf-list-type="ul">While you are mounted and can act, your mount gains a +2 bonus to AC.</li> <li data-xf-list-type="ul">When you charge on a mount and hit with a spear, you do double damage.</li> </ul><p><strong>MYSTIC THEURGE</strong> </p><ul> <li data-xf-list-type="ul">If you cast both 2nd level cleric and 2nd level wizard spells, you gain one 4th and one 5th level spell slot.</li> <li data-xf-list-type="ul">You can upcast a spell by one level for free. Once you do so, you must rest for an hour before you can do so again.</li> </ul></blockquote><p></p>
[QUOTE="the Jester, post: 9526284, member: 1210"] [B]IAJATSU MASTER[/B] [LIST] [*]You gain a 1d10 bonus die to initiative. [*]You gain an extra reaction. [*]If you hit a creature that hasn't taken its first turn in combat, you can spend all your movement to do double damage. [/LIST] [B]INHERITOR[/B] [LIST] [*]You receive an inheritance consisting of one of the following. [LIST] [*]10,000 gp. [*]A random non-cursed magic item that you can use from one of the following categories of your choice: armor, weapons, rod (et. al.), or miscellaneous. [*]A modest home and plot of 25 acres of land. [*]A spellbook containing 20 levels of wizard spells of your choice. (Cantrips count as half a level.) [*]10 random potions. [/LIST] [/LIST] [B]KEEPER OF THE CERULEAN SIGN[/B] [LIST] [*]You have resistance to psychic damage. [*]You have a 1d6 bonus die on saves against effects produced by aberrations. [*]You know how to draw the Cerulean Sign, an ancient symbol used to battle against aberrations. You can use the sign twice, and you regain one use if you rest for an hour and all uses after a long rest. When you draw it, it blazes with blue flames for 1 round. You can draw the Cerulean Sign in the following ways. [LIST] [*]You can draw it on a door, window, or portal up to 40' square. For 1 hour, an aberration that attempts to move within 10' of that portal must make a Cha save with a penalty die or be unable to do so until the effect ends. [*]You can draw it in the air before you. Any aberration within 50' that can see the sign must make a Wis save. If it fails, it takes 2d6 psychic damage, resumes its true form, and can't change or conceal its form or teleport for 1 minute (save ends). A creature that succeeds on this save takes half damage and can't teleport until the end of your next turn. [/LIST] [/LIST] [B]LEADER[/B] [LIST] [*]You attract the service of a handful of loyal followers, including a lieutenant who acts as your second. Whenever you are near a community of friendly humanoids, you can recruit these followers with 8 hours of work, including replacing lost ones. If you mistreat them, your followers will leave you, and you may gain a reputation as a bad leader. In this case, future followers' loyalty will be dubious and their morale will be poor. Your followers have the following traits and features. [LIST] [*]Followers on adventures earn a share of xp and expect a share of treasure. [*]Followers gain a 1d6 bonus die on saves and checks related to maintaining their loyalty. [*]Your lieutenant is a 1st level member of your class. If you have more than one class, choose one. Generate its ability scores normally. It doesn't get a hit point kicker. [*]You can have a maximum number of followers other than your lieutenant equal to your level. For each follower, choose one of the following. [LIST] [*]You can choose commoner. [*]If you are a cleric, you can choose acolyte. [*]If you are a fighter, you can choose student warrior. [*]If you are a rogue, you can choose rascal. [*]If you are a wizard, you can choose apprentice wizard. [*]If you are at least 4th level, you can choose one follower as if you were a member of another class. [*]If you are at least 10th level, you can choose two followers as if you were a member of another class or classes. [/LIST] [/LIST] [/LIST] [B]LINGUIST[/B] [LIST] [*]You learn six languages, and every time you gain a level, you learn another language. [*]You can learn a language with ten days of full immersion or 20 days of active training. [*]If a creature speaks at least one language, you can communicate with it at ¼ normal speed through pantomime, body language, and carefully observing its reactions. You can't do so while in combat or otherwise significantly distracted, and you can't communicate very abstract or complex ideas in this way. [/LIST] [B]LOREMASTER[/B] [LIST] [*]You gain expertise in Intelligence. [*]Whenever you make a check to recall lore, you gain a 1d6 bonus die. [*]You can spend 5' of movement to attempt to recall lore about legends, tales, stories, and folklore concerning a creature, object, group, or location. [/LIST] [B]MAGE SLAYER[/B] [LIST] [*]You gain a 1d6 bonus die on attacks against creatures that can cast spells. [*]When a creature within your reach casts a spell, you can use a reaction to make an opportunity attack against it. [*]You gain a 1d6 bonus die on saves against spells that target only you. [*]If you are charmed by magic, you can make a Wis save at the end of your turn to end the effect. [/LIST] [B]MAGIC ARMOR FORGER[/B] [LIST] [*]You can create magical armor. In addition to the cost of the armor to be enchanted, you must have the listed value in arcane components, required spell slots (which must be expended at the start of each day's work), any special ingredients, and time, as well as access to a workshop or laboratory. Assistants can contribute spell slots to the process, but don't save time or money. Creation can be suspended at the end of a day's work, but if interrupted, a day's work is lost and an additional 25% of the listed cost in components must be expended. [LIST] [*]Armor of alacrity (3,000 gp, 2 days) [*]Armor of fortification (10,000 gp, 7 days) [*]Armor of protection (4,000 gp, 3 days) [*]Armor of retribution (8,000 gp, 5 days) [*]Armor of vulnerability (25,000 gp, 14 days) [*]Delver's armor (2,500 gp, the eye of a creature with darkvision, 1 day) [*]Dragon scale armor (15,000 gp, the corpse of a dragon of at least the size the armor is to be, 10 days) [*]Helm of opposite alignment (10,000 gp, the brain of a creation with psionics, 7 days) [*]Helm of teleportation (50,000 gp, 30 days, one 5th level spell slot) [*]Shield of missile attraction (8,000 gp, 5 days) [/LIST] [/LIST] [B]MAGIC INITIATE[/B] [LIST] [*]You gain two cantrip slots and two first level spell slot. [*]Choose one cantrip and one first level spell from the same spell list. You learn those spells. [/LIST] [B]MAGIC WEAPON MAKER[/B] [LIST] [*]You can create magical weapons. In addition to the cost of the weapon to be enchanted, you must have the listed value in arcane components, required spell slots (which must be expended at the start of each day's work), any special ingredients, and time, as well as access to a workshop or laboratory. Assistants can contribute spell slots to the process, but don't save time or money. Creation can be suspended at the end of a day's work, but if interrupted, a day's work is lost and an additional 25% of the listed cost in components must be expended. [LIST] [*]Axe of berserking (3,000 gp, 5 days, one 1st level spell slot) [*]Defender (2,500 gp, 2 days) [*]Dense weapon (4,000 gp, 4 days) [*]Destructive weapon (1,000 gp, 1 day) [*]Flame tongue (5,000 gp, 5 days, one 2nd level spell slot) [*]Frost brand (10,000 gp, 7 days, one 4th level spell slot) [*]Glowing weapon (500 gp, 1 day, one 1st level spell slot) [*]Keen blade (4,000 gp, 4 days) [*]Sword of sharpness (25,000 gp, 18 days) [*]Weapon of accuracy (2,000 gp, 2 days) [/LIST] [/LIST] [B]MOUNTED WARRIOR[/B] [LIST] [*]While you are mounted, you gain a 1d6 bonus die on attacks. [*]While you are mounted and can act, your mount gains a +2 bonus to AC. [*]When you charge on a mount and hit with a spear, you do double damage. [/LIST] [B]MYSTIC THEURGE[/B] [LIST] [*]If you cast both 2nd level cleric and 2nd level wizard spells, you gain one 4th and one 5th level spell slot. [*]You can upcast a spell by one level for free. Once you do so, you must rest for an hour before you can do so again. [/LIST] [/QUOTE]
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