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<blockquote data-quote="the Jester" data-source="post: 9526725" data-attributes="member: 1210"><p><strong>SCROLL SCRIBER</strong> </p><ul> <li data-xf-list-type="ul">When you read a scroll, you can eke additional benefits from it. Choose one of the following: one extra die of damage, 150% of normal range, 150% of normal duration, or area expanded by 10' in its primary dimension.</li> <li data-xf-list-type="ul">You gain a 1d6 bonus die to saves against effects from scrolls.</li> <li data-xf-list-type="ul">You can scribe magical scrolls, given the listed value in components, required spell slots (which must be expended at the start of each day's work), any special ingredients, and time. 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">Scroll of protection from energy (15,000 gp, 10 days)</li> <li data-xf-list-type="ul">Spell scroll (spell level x slot level x 100 gp, 1 day per slot level plus one day per spell level, one spell slot of the level of the slot to be held by the scroll)</li> </ul></li> </ul><p><strong>SHARPSHOOTER</strong> </p><ul> <li data-xf-list-type="ul">You gain a +2 to hit with ranged weapons.</li> <li data-xf-list-type="ul">When you attack with a ranged weapon, you ignore cover.</li> <li data-xf-list-type="ul">When you make a ranged attack into melee, you don't take a penalty die for doing so.</li> <li data-xf-list-type="ul">When you make a ranged attack, your critical range expands by 1.</li> </ul><p><strong>SHIELD MASTER</strong> </p><ul> <li data-xf-list-type="ul">If you aren't proficient, you gain proficiency in shields.</li> <li data-xf-list-type="ul">While you are using a shield, you gain a 1d6 bonus die on Str, Dex, and Con saves.</li> <li data-xf-list-type="ul">While you are using a shield, you can spend 10' of movement to force a creature within 5' to make a Str save. If it fails, you push it 5'.</li> <li data-xf-list-type="ul">While you are using a shield, if a creature moves to within 5' of you, you can use a reaction to force it to make a Str save. If it fails, you push it 5'.</li> <li data-xf-list-type="ul">You can attack with your shield, dealing 1d4 bludgeoning damage and forcing the target to make a Str save. If it fails, it falls prone.</li> </ul><p><strong>SKIRMISHER</strong> </p><ul> <li data-xf-list-type="ul">Al of your speeds increase by 10'.</li> <li data-xf-list-type="ul">Opportunity attacks against you have a 1d6 penalty die.</li> <li data-xf-list-type="ul">If you move at least 15' and then hit a creature with an attack with a weapon or natural weapon on the same turn, you can do an extra 1d6 damage with that attack. Once you use this ability, you can't do so again until you rest for 1 minute.</li> </ul><p><strong>SLASHER</strong> </p><ul> <li data-xf-list-type="ul">When you attack with a slashing weapon or natural weapon, you get a +1 bonus to attacks and damage.</li> <li data-xf-list-type="ul">When you attack with a slashing weapon or natural weapon, your critical range expands by 1.</li> <li data-xf-list-type="ul">When you hit a creature with a slashing weapon or natural weapon, you can choose to also do ongoing 1d4 damage to the target (Con save ends). Once you use this ability, you must rest ten minutes before you can use it again.</li> </ul><p><strong>SLAYER</strong></p><ul> <li data-xf-list-type="ul">You gain a +2 bonus to damage with your weapon and unarmed attacks.</li> <li data-xf-list-type="ul">Your critical range with weapon and unarmed attacks increases by 1.</li> <li data-xf-list-type="ul">When you score a critical hit, your damage multiplier increases by 1.</li> <li data-xf-list-type="ul">If you drop a creature, you can spend 10' of movement to make another attack against a creature in your reach.</li> </ul><p><strong>SPELL MASTER</strong> </p><ul> <li data-xf-list-type="ul">Pick one you can cast. You can change the chosen spells when you finish a long rest.</li> <li data-xf-list-type="ul">When a creature makes a save against that spell, it takes a 1d6 penalty die. </li> <li data-xf-list-type="ul">If that spell requires concentration, it lasts 1 round after your concentration ends. If it doesn't require concentration, it lasts an extra 3 rounds.</li> <li data-xf-list-type="ul">If the spell does damage, it does one extra die of damage.</li> </ul><p><strong>SUMMONER</strong></p><ul> <li data-xf-list-type="ul">Creatures you summon gain a +2 bonus to attacks and AC.</li> <li data-xf-list-type="ul">Creatures you summon never turn on you, even if magically influenced or controlled.</li> <li data-xf-list-type="ul">You can use a 3rd or higher level spell slot to attempt to assert control over a summoned creature. If its summoner currently controls it, the summoner can make a Wis save to resist giving up control, and if it is currently uncontrolled, the creature itself can make a Wis save to resist you. If the creature or summoner succeeds on this save, you can't try to assert control over that creature again until you complete a long rest, but you don't expend the spell slot.</li> </ul><p><strong>SURVIVOR</strong> </p><ul> <li data-xf-list-type="ul">Your hit points increase by 1 per level, and you gain 1 extra hit point each time you level up.</li> <li data-xf-list-type="ul">You gain a 1d6 bonus die on saving throws.</li> <li data-xf-list-type="ul">You gain a 1d6 bonus die when you make a Con check because you are dying. If this Con check hits a DC 15, you regain 1d6 hit points. </li> </ul><p><strong>SWASHBUCKLER</strong></p><ul> <li data-xf-list-type="ul">Your speed increases by 5'. </li> <li data-xf-list-type="ul">When you are in melee with a single enemy and no other creature is within 5' of either of you, you gain a 1d6 bonus die to attacks against it.</li> <li data-xf-list-type="ul">If you aren't wearing medium or heavy armor, when a creature attacks you, you can use a reaction to quip and disparage it. If it can understand you, it takes a 1d6 penalty die to the attack.</li> </ul><p><strong>TELEKINETIC</strong> </p><ul> <li data-xf-list-type="ul">You gain 6 psionic points (psi), which you can use in several ways. You can regain 1 psionic point by resting for an hour, or regain all your psionic points by completing a long rest.<ul> <li data-xf-list-type="ul">You can spend psi to mentally grab an item. This costs 1 psi for an object of up to Small size and up to 10 lbs, 2 psi for an object of up to Medium size and up to 100 lbs, or 4 psi for an object of up to Large size and up to 500 lbs. While you have an object grabbed, you can mentally move it 1' by spending 2' of movement.</li> <li data-xf-list-type="ul">You can spend psi to mentally grab a creature (1 psi for up to Small, 2 psi for Medium, 4 psi for Large). The target can make a Str check to escape your mental grasp. If it fails, you can mentally move it 1' by spending 2' of movement, and it can't use its speed to move. You can use a reaction to spend an additional 1 psi when the target takes a physical action to prevent it from taking that action; if it makes a Str save, it can still do so, but if it fails, it loses the action. A creature grabbed in this way can break free by making a Str check opposed by your Int check. </li> <li data-xf-list-type="ul">You can spend 1 psi to use your mind to deliver a telekinetic blow to a creature or object you can see within 60'. The target takes 1d8 force damage (Con save for half). You can “upcast” this by spending additional psi points, dealing an extra 1d8 damage per additional point to a maximum number of psi points equal to your level.</li> </ul></li> </ul><p><strong>TELEPATHIC</strong></p><ul> <li data-xf-list-type="ul">You gain 6 psionic points (psi), which you can use in several ways. You can regain 1 psionic point by resting for an hour, or regain all your psionic points by completing a long rest.<ul> <li data-xf-list-type="ul">You can spend psi to mentally communicate with one or more creatures that you can see within 100' that speaks at least one language. This costs 1 psi if there is one target, 2 psi for up to ten targets, or 3 psi for more targets. You can keep communicating even if they leave the initial range. The effect lasts for as long as you concentrate, up to 10 minutes. At the end of that time, you can spend 1 psi to extend the duration by an hour, at which point you can repeat the process.</li> <li data-xf-list-type="ul">You can spend psi to attempt to mentally influence a creature you can see within 40'. The target must make an Int save or you choose its actions and movement on its next turn. If an action would cause it or its allies harm, the creature receives another save to break free of your control, but if it fails, you must spend 1 additional psi. </li> <li data-xf-list-type="ul">You can spend psi to make a psychic attack against one creature you can see within 60'. The target takes 1d8 psychic damage (Int save for half). You can “upcast” this by spending additional psi points, dealing an extra 1d8 damage per additional point to a maximum total number of psi points equal to your level.</li> </ul></li> </ul><p><strong>THIEF</strong></p><ul> <li data-xf-list-type="ul">When you make a check to pick a pocket, open a lock, find, investigate, or remove a trap, sneak or hide, or climb, you gain a 1d6 bonus die.</li> <li data-xf-list-type="ul">You learn Thieves' Cant, a collection of code words, slang, and double entendres that you can use to communicate with criminals in front of other creatures without those creatures understanding the real meaning of your words. </li> <li data-xf-list-type="ul">When a creature moves to within 5' of you, you can use your reaction to shift 10'. </li> </ul><p><strong>UNIVERSAL ATTACKER</strong> </p><ul> <li data-xf-list-type="ul">You get a +1 bonus to attacks, including spell attacks.</li> <li data-xf-list-type="ul">You get a +1 bonus to damage with attacks, including spell attacks.</li> </ul></blockquote><p></p>
[QUOTE="the Jester, post: 9526725, member: 1210"] [B]SCROLL SCRIBER[/B] [LIST] [*]When you read a scroll, you can eke additional benefits from it. Choose one of the following: one extra die of damage, 150% of normal range, 150% of normal duration, or area expanded by 10' in its primary dimension. [*]You gain a 1d6 bonus die to saves against effects from scrolls. [*]You can scribe magical scrolls, given the listed value in components, required spell slots (which must be expended at the start of each day's work), any special ingredients, and time. 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] [*]Scroll of protection from energy (15,000 gp, 10 days) [*]Spell scroll (spell level x slot level x 100 gp, 1 day per slot level plus one day per spell level, one spell slot of the level of the slot to be held by the scroll) [/LIST] [/LIST] [B]SHARPSHOOTER[/B] [LIST] [*]You gain a +2 to hit with ranged weapons. [*]When you attack with a ranged weapon, you ignore cover. [*]When you make a ranged attack into melee, you don't take a penalty die for doing so. [*]When you make a ranged attack, your critical range expands by 1. [/LIST] [B]SHIELD MASTER[/B] [LIST] [*]If you aren't proficient, you gain proficiency in shields. [*]While you are using a shield, you gain a 1d6 bonus die on Str, Dex, and Con saves. [*]While you are using a shield, you can spend 10' of movement to force a creature within 5' to make a Str save. If it fails, you push it 5'. [*]While you are using a shield, if a creature moves to within 5' of you, you can use a reaction to force it to make a Str save. If it fails, you push it 5'. [*]You can attack with your shield, dealing 1d4 bludgeoning damage and forcing the target to make a Str save. If it fails, it falls prone. [/LIST] [B]SKIRMISHER[/B] [LIST] [*]Al of your speeds increase by 10'. [*]Opportunity attacks against you have a 1d6 penalty die. [*]If you move at least 15' and then hit a creature with an attack with a weapon or natural weapon on the same turn, you can do an extra 1d6 damage with that attack. Once you use this ability, you can't do so again until you rest for 1 minute. [/LIST] [B]SLASHER[/B] [LIST] [*]When you attack with a slashing weapon or natural weapon, you get a +1 bonus to attacks and damage. [*]When you attack with a slashing weapon or natural weapon, your critical range expands by 1. [*]When you hit a creature with a slashing weapon or natural weapon, you can choose to also do ongoing 1d4 damage to the target (Con save ends). Once you use this ability, you must rest ten minutes before you can use it again. [/LIST] [B]SLAYER[/B] [LIST] [*]You gain a +2 bonus to damage with your weapon and unarmed attacks. [*]Your critical range with weapon and unarmed attacks increases by 1. [*]When you score a critical hit, your damage multiplier increases by 1. [*]If you drop a creature, you can spend 10' of movement to make another attack against a creature in your reach. [/LIST] [B]SPELL MASTER[/B] [LIST] [*]Pick one you can cast. You can change the chosen spells when you finish a long rest. [*]When a creature makes a save against that spell, it takes a 1d6 penalty die. [*]If that spell requires concentration, it lasts 1 round after your concentration ends. If it doesn't require concentration, it lasts an extra 3 rounds. [*]If the spell does damage, it does one extra die of damage. [/LIST] [B]SUMMONER[/B] [LIST] [*]Creatures you summon gain a +2 bonus to attacks and AC. [*]Creatures you summon never turn on you, even if magically influenced or controlled. [*]You can use a 3rd or higher level spell slot to attempt to assert control over a summoned creature. If its summoner currently controls it, the summoner can make a Wis save to resist giving up control, and if it is currently uncontrolled, the creature itself can make a Wis save to resist you. If the creature or summoner succeeds on this save, you can't try to assert control over that creature again until you complete a long rest, but you don't expend the spell slot. [/LIST] [B]SURVIVOR[/B] [LIST] [*]Your hit points increase by 1 per level, and you gain 1 extra hit point each time you level up. [*]You gain a 1d6 bonus die on saving throws. [*]You gain a 1d6 bonus die when you make a Con check because you are dying. If this Con check hits a DC 15, you regain 1d6 hit points. [/LIST] [B]SWASHBUCKLER[/B] [LIST] [*]Your speed increases by 5'. [*]When you are in melee with a single enemy and no other creature is within 5' of either of you, you gain a 1d6 bonus die to attacks against it. [*]If you aren't wearing medium or heavy armor, when a creature attacks you, you can use a reaction to quip and disparage it. If it can understand you, it takes a 1d6 penalty die to the attack. [/LIST] [B]TELEKINETIC[/B] [LIST] [*]You gain 6 psionic points (psi), which you can use in several ways. You can regain 1 psionic point by resting for an hour, or regain all your psionic points by completing a long rest. [LIST] [*]You can spend psi to mentally grab an item. This costs 1 psi for an object of up to Small size and up to 10 lbs, 2 psi for an object of up to Medium size and up to 100 lbs, or 4 psi for an object of up to Large size and up to 500 lbs. While you have an object grabbed, you can mentally move it 1' by spending 2' of movement. [*]You can spend psi to mentally grab a creature (1 psi for up to Small, 2 psi for Medium, 4 psi for Large). The target can make a Str check to escape your mental grasp. If it fails, you can mentally move it 1' by spending 2' of movement, and it can't use its speed to move. You can use a reaction to spend an additional 1 psi when the target takes a physical action to prevent it from taking that action; if it makes a Str save, it can still do so, but if it fails, it loses the action. A creature grabbed in this way can break free by making a Str check opposed by your Int check. [*]You can spend 1 psi to use your mind to deliver a telekinetic blow to a creature or object you can see within 60'. The target takes 1d8 force damage (Con save for half). You can “upcast” this by spending additional psi points, dealing an extra 1d8 damage per additional point to a maximum number of psi points equal to your level. [/LIST] [/LIST] [B]TELEPATHIC[/B] [LIST] [*]You gain 6 psionic points (psi), which you can use in several ways. You can regain 1 psionic point by resting for an hour, or regain all your psionic points by completing a long rest. [LIST] [*]You can spend psi to mentally communicate with one or more creatures that you can see within 100' that speaks at least one language. This costs 1 psi if there is one target, 2 psi for up to ten targets, or 3 psi for more targets. You can keep communicating even if they leave the initial range. The effect lasts for as long as you concentrate, up to 10 minutes. At the end of that time, you can spend 1 psi to extend the duration by an hour, at which point you can repeat the process. [*]You can spend psi to attempt to mentally influence a creature you can see within 40'. The target must make an Int save or you choose its actions and movement on its next turn. If an action would cause it or its allies harm, the creature receives another save to break free of your control, but if it fails, you must spend 1 additional psi. [*]You can spend psi to make a psychic attack against one creature you can see within 60'. The target takes 1d8 psychic damage (Int save for half). You can “upcast” this by spending additional psi points, dealing an extra 1d8 damage per additional point to a maximum total number of psi points equal to your level. [/LIST] [/LIST] [B]THIEF[/B] [LIST] [*]When you make a check to pick a pocket, open a lock, find, investigate, or remove a trap, sneak or hide, or climb, you gain a 1d6 bonus die. [*]You learn Thieves' Cant, a collection of code words, slang, and double entendres that you can use to communicate with criminals in front of other creatures without those creatures understanding the real meaning of your words. [*]When a creature moves to within 5' of you, you can use your reaction to shift 10'. [/LIST] [B]UNIVERSAL ATTACKER[/B] [LIST] [*]You get a +1 bonus to attacks, including spell attacks. [*]You get a +1 bonus to damage with attacks, including spell attacks. [/LIST] [/QUOTE]
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