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<blockquote data-quote="the Jester" data-source="post: 9526751" data-attributes="member: 1210"><p><strong>WARLOCK</strong></p><ul> <li data-xf-list-type="ul">If you have made an eldritch pact with a powerful entity capable of granting you supernatural favors, you gain mystical powers.<ul> <li data-xf-list-type="ul">You gain a +2 bonus to spell attacks.</li> <li data-xf-list-type="ul">You can fire an eldritch blast at a target within 120'. Make a spell attack. If you hit, you deal 1d10 force damage to the target. When you hit, you can use a reaction to spend a spell slot to increase the damage by 1d10 per level of the spell slot.</li> <li data-xf-list-type="ul">You can surround yourself with an aura of unease in a 30' radius. Creatures in that radius perceive you as mysterious and somewhat sinister, and have a 1d6 penalty die on attacks and checks that are hostile to you or contrary to your purpose. The aura lasts for concentration, up to 1 minute. Once you use this aura, you must rest for 30 minutes before you can do so again.</li> </ul></li> </ul><p><strong>WARLORD</strong> </p><ul> <li data-xf-list-type="ul">You can encourage a creature other than yourself that can see or hear you within 60'. That creature gains 5 temporary hit points that last 10 minutes. Once a creature has been targeted by this ability, it must complete a long rest before it can benefit from it again.</li> <li data-xf-list-type="ul">You can call for an ally that can see or hear you within 60' to use a reaction to make an attack with a weapon or a natural weapon. (The target can decline if it chooses.)</li> </ul><p><strong>WEAPON MASTER</strong></p><ul> <li data-xf-list-type="ul">You gain proficiency in simple and martial weapon. If you are already proficient in such weapons, you also gain proficiency in two exotic weapons, such as the net, whip, pistol, rifle, or spiked chain.</li> <li data-xf-list-type="ul">You get a +2 bonus to attacks with weapons.</li> <li data-xf-list-type="ul">You get a +2 bonus to damage with weapons.</li> </ul><p><strong>WILD MAGE</strong> </p><ul> <li data-xf-list-type="ul">You tap into the powers of Chaos when you use your magic. This has the following effects.<ul> <li data-xf-list-type="ul">When you cast a spell other than a cantrip, roll 1d10. If you roll a number equal to the level of the spell slot you expend, you trigger a wild surge. (See below.)</li> <li data-xf-list-type="ul">When you cast a spell, you can choose to imbue it with Chaos and trigger a wild surge to do one of the following:<ul> <li data-xf-list-type="ul">change acid, cold, fire, lightning, radiant, or thunder damage to another of these types;</li> <li data-xf-list-type="ul">charge the area of effect from a cone, cube, cylinder, or sphere to another of these with the same primary dimension (e.g. a 20' radius sphere becomes a 40' cone or square or a 20' radius cylinder); or</li> <li data-xf-list-type="ul">change a Dex save to an Int save, a Con save to a Wis save, a Str save to a Cha save, or vice-verse.</li> </ul></li> <li data-xf-list-type="ul">Whenever you suffer a random effect from something, such as when you are exposed to Chaos, you roll twice and choose the result you prefer. (Roll twice on any subtables as well.)</li> </ul></li> </ul><p> When you trigger a wild surge, rollon the following table:</p><p>1 Wall of force appears instead of spell</p><p>2 You glow (attacks against you get a 1d6 bonus die, and you can't be invisible).</p><p>3 Spell is upcast one level for free</p><p>4 Spell targets normal target and you</p><p>5 Colored streamers pour from your fingers instead of normal effects</p><p>6 You become invisible and spell takes effect</p><p>7 Spell takes effect and all nonmagical fires within 60' go out</p><p>8 All doors within 60', including those locked, swing open, then normal spell effect goes off</p><p>9 Spell fails but slot is not expended</p><p>10 Spell goes off but damage, duration, and area are halved</p><p>11 Spell appears to fail but goes off at end of your next turn</p><p>12 Lightning bolt goes off instead of normal effect</p><p>13 Target becomes ethereal for 1 hour (Cha save ends with 1d6 penalty die; can't choose to fail) instead of normal effect</p><p>14 Spell goes off normally, then a random monster from nearby appears within 60'</p><p>15 Instead of normal effects, you and each creature within 10' regain 2d10+5 hit points</p><p>16 Instead of normal effects, target sprouts new, useless appendage that remains until dispelled</p><p>17 Instead of normal effects, you teleport to the location of the spell's target</p><p>18 Target changes sex instead of normal effect; if the spell doesn't target a creature, it goes off normally</p><p>19 Spell goes off, saves have 1d6 penalty die</p><p>20 All random effects of the spell are maximized</p><p></p><p><strong>WONDER MAKER</strong></p><ul> <li data-xf-list-type="ul">You can create miscellaneous magic items, 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">Boots of elvenkind (2,000 gp, requires either an elf to craft or assist in crafting or the feet of an elf, 2 days)</li> <li data-xf-list-type="ul">Boots of speed (3,000 gp, the foot of a creature with a walking speed of at least 50', 2 days)</li> <li data-xf-list-type="ul">Bracers of defense (10,000 gp, 7 days)</li> <li data-xf-list-type="ul">Broom of flying (10,000 gp, feathers from a creature with a fly speed of at least 60', 7 days, one 3rd level spell slot)</li> <li data-xf-list-type="ul">Cloak of elvenkind (3,000 gp, requires either an elf to craft or assist in crafting or the skin of an elf, 2 days)</li> <li data-xf-list-type="ul">Cloak of protection (4,000 gp, 3 days)</li> <li data-xf-list-type="ul">Gauntlets of ogre power (6,000 gp, blood from an ogre, 4 days, one 2nd level spell slot)</li> <li data-xf-list-type="ul">Girdle of giant strength (20,000 gp, blood from a giant, 15 days, one 4th level spell slot)</li> <li data-xf-list-type="ul">Gloves of thievery (7,500 gp, a finger from a rogue)</li> <li data-xf-list-type="ul">Goggles of darkvision (2,000 gp, the eye of a creature with darkvision, 1 day)</li> <li data-xf-list-type="ul">Pearl of identification (5,000 gp, 4 days, one 1st level spell slot)</li> <li data-xf-list-type="ul">Ring of evasion (6,000 gp, 4 days)</li> <li data-xf-list-type="ul">Ring of feather falling (1,000 gp, 1 day, one 1st level spell slot)</li> <li data-xf-list-type="ul">Ring of protection (4,000 gp, 3 days)</li> <li data-xf-list-type="ul">Rope of climbing (2,000 gp, giant spider silk, 1 day)</li> <li data-xf-list-type="ul">Rope of entanglement (5,000 gp, giant spider silk, 3 days)</li> <li data-xf-list-type="ul">Slippers of spider climbing (3,000 gp, feet from a giant spider, 2 days)</li> <li data-xf-list-type="ul">Triangle of light (500 gp, 1 day, one 3rd level spell slot)</li> </ul></li> </ul><p><strong>WOUNDED WARRIOR</strong> </p><ul> <li data-xf-list-type="ul">While you are bloodied, you get a +1 bonus to attacks and AC and a +2 bonus to damage with weapons and natural weapons.</li> <li data-xf-list-type="ul">While you are bloodied, you gain an extra reaction.</li> <li data-xf-list-type="ul">While you are bloodied, you can use a reaction to attack a creature that comes within your reach.</li> <li data-xf-list-type="ul">If you are reduced to 0 hit points, you can use a reaction to make one attack before you drop.</li> </ul></blockquote><p></p>
[QUOTE="the Jester, post: 9526751, member: 1210"] [B]WARLOCK[/B] [LIST] [*]If you have made an eldritch pact with a powerful entity capable of granting you supernatural favors, you gain mystical powers. [LIST] [*]You gain a +2 bonus to spell attacks. [*]You can fire an eldritch blast at a target within 120'. Make a spell attack. If you hit, you deal 1d10 force damage to the target. When you hit, you can use a reaction to spend a spell slot to increase the damage by 1d10 per level of the spell slot. [*]You can surround yourself with an aura of unease in a 30' radius. Creatures in that radius perceive you as mysterious and somewhat sinister, and have a 1d6 penalty die on attacks and checks that are hostile to you or contrary to your purpose. The aura lasts for concentration, up to 1 minute. Once you use this aura, you must rest for 30 minutes before you can do so again. [/LIST] [/LIST] [B]WARLORD[/B] [LIST] [*]You can encourage a creature other than yourself that can see or hear you within 60'. That creature gains 5 temporary hit points that last 10 minutes. Once a creature has been targeted by this ability, it must complete a long rest before it can benefit from it again. [*]You can call for an ally that can see or hear you within 60' to use a reaction to make an attack with a weapon or a natural weapon. (The target can decline if it chooses.) [/LIST] [B]WEAPON MASTER[/B] [LIST] [*]You gain proficiency in simple and martial weapon. If you are already proficient in such weapons, you also gain proficiency in two exotic weapons, such as the net, whip, pistol, rifle, or spiked chain. [*]You get a +2 bonus to attacks with weapons. [*]You get a +2 bonus to damage with weapons. [/LIST] [B]WILD MAGE[/B] [LIST] [*]You tap into the powers of Chaos when you use your magic. This has the following effects. [LIST] [*]When you cast a spell other than a cantrip, roll 1d10. If you roll a number equal to the level of the spell slot you expend, you trigger a wild surge. (See below.) [*]When you cast a spell, you can choose to imbue it with Chaos and trigger a wild surge to do one of the following: [LIST] [*]change acid, cold, fire, lightning, radiant, or thunder damage to another of these types; [*]charge the area of effect from a cone, cube, cylinder, or sphere to another of these with the same primary dimension (e.g. a 20' radius sphere becomes a 40' cone or square or a 20' radius cylinder); or [*]change a Dex save to an Int save, a Con save to a Wis save, a Str save to a Cha save, or vice-verse. [/LIST] [*]Whenever you suffer a random effect from something, such as when you are exposed to Chaos, you roll twice and choose the result you prefer. (Roll twice on any subtables as well.) [/LIST] [/LIST] When you trigger a wild surge, rollon the following table: 1 Wall of force appears instead of spell 2 You glow (attacks against you get a 1d6 bonus die, and you can't be invisible). 3 Spell is upcast one level for free 4 Spell targets normal target and you 5 Colored streamers pour from your fingers instead of normal effects 6 You become invisible and spell takes effect 7 Spell takes effect and all nonmagical fires within 60' go out 8 All doors within 60', including those locked, swing open, then normal spell effect goes off 9 Spell fails but slot is not expended 10 Spell goes off but damage, duration, and area are halved 11 Spell appears to fail but goes off at end of your next turn 12 Lightning bolt goes off instead of normal effect 13 Target becomes ethereal for 1 hour (Cha save ends with 1d6 penalty die; can't choose to fail) instead of normal effect 14 Spell goes off normally, then a random monster from nearby appears within 60' 15 Instead of normal effects, you and each creature within 10' regain 2d10+5 hit points 16 Instead of normal effects, target sprouts new, useless appendage that remains until dispelled 17 Instead of normal effects, you teleport to the location of the spell's target 18 Target changes sex instead of normal effect; if the spell doesn't target a creature, it goes off normally 19 Spell goes off, saves have 1d6 penalty die 20 All random effects of the spell are maximized [B]WONDER MAKER[/B] [LIST] [*]You can create miscellaneous magic items, 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] [*]Boots of elvenkind (2,000 gp, requires either an elf to craft or assist in crafting or the feet of an elf, 2 days) [*]Boots of speed (3,000 gp, the foot of a creature with a walking speed of at least 50', 2 days) [*]Bracers of defense (10,000 gp, 7 days) [*]Broom of flying (10,000 gp, feathers from a creature with a fly speed of at least 60', 7 days, one 3rd level spell slot) [*]Cloak of elvenkind (3,000 gp, requires either an elf to craft or assist in crafting or the skin of an elf, 2 days) [*]Cloak of protection (4,000 gp, 3 days) [*]Gauntlets of ogre power (6,000 gp, blood from an ogre, 4 days, one 2nd level spell slot) [*]Girdle of giant strength (20,000 gp, blood from a giant, 15 days, one 4th level spell slot) [*]Gloves of thievery (7,500 gp, a finger from a rogue) [*]Goggles of darkvision (2,000 gp, the eye of a creature with darkvision, 1 day) [*]Pearl of identification (5,000 gp, 4 days, one 1st level spell slot) [*]Ring of evasion (6,000 gp, 4 days) [*]Ring of feather falling (1,000 gp, 1 day, one 1st level spell slot) [*]Ring of protection (4,000 gp, 3 days) [*]Rope of climbing (2,000 gp, giant spider silk, 1 day) [*]Rope of entanglement (5,000 gp, giant spider silk, 3 days) [*]Slippers of spider climbing (3,000 gp, feet from a giant spider, 2 days) [*]Triangle of light (500 gp, 1 day, one 3rd level spell slot) [/LIST] [/LIST] [B]WOUNDED WARRIOR[/B] [LIST] [*]While you are bloodied, you get a +1 bonus to attacks and AC and a +2 bonus to damage with weapons and natural weapons. [*]While you are bloodied, you gain an extra reaction. [*]While you are bloodied, you can use a reaction to attack a creature that comes within your reach. [*]If you are reduced to 0 hit points, you can use a reaction to make one attack before you drop. [/LIST] [/QUOTE]
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