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Notorious Celebrity

Notorious Celebrity

Prerequisite: Docker’s Jank feat (or Actor or Inspiring Leader), proficient in Performance, character level 7th, must be wildly popular as an entertainer


ZEITGEISTFeatures

Hit Dice: 1d8 per notorious celebrity level.
Hit Points: 1d8(or 5) + your Constitution modifier per notorious celebrity level.

Roll with a Posse (1st level). You attract four loyal followers, your “posse,” who protect you from unimportant people and do tasks you don’t have time for, as well as aid you in combat. Each member of your posse has the following stats , or something roughly equivalent.

Your posse members act on your initiative in combat, but normally they hang back and don’t attack. They’ll move where you direct without you needing to spend an action. You can spend an action to have them each take the Attack, Dash, Disengage, Dodge, or Help action. Thereafter they return to being noncombatants.

You have a subtle supernatural connection to each member of your posse, so whenever something deals damage to a posse member you can see, you can transfer that damage to yourself. If the same source damages multiple posse members simultaneously, you can protect all of them, but you only take the damage once. If a source would damage you and one or more of your posse members simultaneously, you can shield them automatically without taking any extra damage.

A posse member who dies should be mourned briefly and then can be replaced casually the next time you’re somewhere you have fans. You might eulogize them in a song, and everyone will admire how great you are for respecting whatever-their-name-was.

Audience Participation (1st level). You’re unparalleled at getting the crowd on your side. If there are noncombatants present who are friendly to you and aware that you’re engaged in combat, whenever an enemy starts its turn within 5 feet of one or more of those noncombatants, the crowd deals 4 bludgeoning damage to that creature. This damage increases to 6 if you are 11th level, and 8 if you are 17th level. Your posse counts as noncombatants for this effect if you haven’t directed them to act in the past round.

Demand Attention (1st level). On your turn you can shout for attention. Choose one non-mindless enemy aware of you. That enemy has disadvantage on attack rolls against targets other than you until the end of your next turn. After using this ability, you cannot use it again until you take a short or long rest .

Crowd Effect (2nd level). When you have an audience of at least eight non-combatant bystanders, their reactions bolster you. While you have an audience, you gain a +5 bonus on death saving throws, and whenever you drop an enemy you gain 6 temporary hit points. This increases to 9 if you are 11th level, and to 12 if you are 17th level.

Summon Audience (2nd level). As a bonus action, you can create up to eight illusory people in a 20-foot cube within 120 feet, lasting for ten minutes or until you dismiss them. These illusions are as convincing as major illusion, and are lifelike but generally stationary unless you spend an action to have them move. You and your allies can move freely through the illusory crowd, but they are difficult terrain for enemies and grant cover against ranged attacks. These audience members count as real onlookers for the purpose of your audience participation and crowd effect abilities.

After using this power, you cannot use it again until you finish a long rest .

One-Upmanship (3rd level). You find it hard to let your allies have a moment in the spotlight. The first time each combat when an ally drops an enemy or scores a critical hit, you grant yourself the benefits of the Bardic Inspiration die from your Docker’s Jank feat. This doesn’t expend the die you would normally grant to your allies. If you don’t have the Docker’s Jank feat, instead you gain a d6 inspiration die.

Shock and Awe (3rd level). When you hit an enemy with an attack or an enemy fails a save against a spell you cast , as a bonus action you can have one of your posse members attack the same enemy. If your posse member hits, the enemy is frightened of you until the end of your next turn unless it succeeds a Wisdom saving throw (DC 8 + your proficiency modifier + your Charisma modifier).

 

Monument of War

Monument of War

Prerequisite: Display of Heroism feat, proficient in Athletics and History, character level 7th


ZEITGEISTFeatures

Hit Dice: 1d12 per monument of war level.
Hit Points: 1d12 (or 7) + your Constitution modifier per monument of war level.

Instant Boot Camp (1st level). As a bonus action you can shout directions you recall from your own military training. You and each ally who can see or hear you becomes proficient in Athletics and proficient in all simple and martial weapons for the next minute. You and each of those allies can immediately stand up or drop prone , then walk 10 feet or crawl 5 feet.

Fearless Mien (1st level). Accounts of your heroism carry their own strength. You and allies within 30 feet of you have advantage on saving throws against being frightened . When you use your Display of Heroism, each ally you affect can spend and roll one hit die, and heal that many hit points. If they were at 0 hit points, they instead heal that much plus 1.

Shell Shock (1st level). As an action you can call upon a powerful memory of being caught in an artillery barrage to conjure psychic manifestations of a cannon strike in your immediate vicinity. This manifestation must be centered on a space no more than 10 feet away, and strikes in a 15-foot-radius burst. Thus you must be caught in your own  remembered blast, though perhaps cover might shield you. Targets in the area take 7d6 points of force damage, and are pushed 5 feet and knocked prone . A successful Dexterity save (DC 8 + your proficiency modifier + your Constitution modifier) halves the blast is filled with dust and smoke, providing concealment until the end of your next turn.

After using this power, you cannot use it again until you take a short or long rest .

Do You Want to Live Forever? (2nd level). You have survived bullet hells or arrow tempests where the crossfire should have killed anyone, and that story is so well-known and powerful that it protects you. When you have no physical cover or concealment , you gain the benefit of cover against non-melee attacks.

Remembrance of the Heroic Sacrifice (2nd level). You can call upon the psychic memory of a long-dead friend to save an ally from an attack. When an attack is about to hit you or an ally, you can conjure the psychic manifestation, who is struck by the attack instead of the original target. The manifestation is instantly destroyed, but the original target of the attack is unaffected by it.

After you use this ability, you cannot use it again until you complete a short or long rest .

Cannon Overture (3rd level). When you use your shell shock ability, on the following two rounds you may as a bonus action call in additional artillery strikes. These strikes do not need to include you in their area of effect, but each one must land at least 30 feet from the center point of any other previous strike.

Mad Shootist

Mad Shootist

Prerequisite: The Man with Two Guns is God feat, proficient in Arcana, character level 7th, access to a technology lab with at least 500 gp in components


Features

Hit Dice: 1d10 per mad shootist level.
Hit Points: 1d10 (or 6) + your Constitution modifier per logos level.

Inventive Gunnery (1st level). Choose a type of non-grenade firearm. You have invented a “blaster,” a modular arcano-scientific version of that weapon which is powered by an unstable energy matrix. You can craft this blaster or upgrade an existing firearm by spending one day and 500 gp in raw materials beyond the normal price of the weapon.

You can have your blaster use its normal method of firing, or you can have it fire force blasts. These are identical to normal rounds, except they deal force damage and can be fired limitlessly without requiring reloading. And they sound very futuristic.

The energy matrix of a blaster is very volatile, and while you know how to keep your weapons within limits, if anyone else fires one of your blasters, it begins to pulse, and then if you do not regain possession within three rounds, it releases a burst of force energy. Each creature within 15 feet takes 7d6 force damage. A successful Dexterity save (DC 15) reduces the damage by half.

A blaster discharge doesn’t damage the weapon, but does drain it. Restoring the energy matrix requires 50 gp in raw materials and eight hours’ work, but any enchantments and other modifications on the weapon survive. If one of your blasters discharges, it cascades through the energy matrix of every other blaster you’ve crafted, which drains those weapons too.

Autofire (1st level). With the flip of a switch, your blaster converts from firing a single shot to releasing a volley of smaller force bolts. When you make an attack with your blaster, you can choose to autofire. This deals damage equal to your Dexterity modifier to each creature within 5 feet of the space you targeted with your attack. If you hit your primary target this doesn’t add any damage, but if you miss and would normally deal no damage, the autofire instead deals this grazing damage. Creatures that have cover relative to you take no damage from autofire.

If you are 11th level or higher, increase this damage to 2 + your Dex modifier, and at 17th level to 4 + your Dex modifier.

If you use autofire, during your next turn your blaster is overheated and cannot fire normal blasts, but it can use other abilities like beam shot and mobility shot.

Beam Shot (1st level). During a long rest you can use the energy matrix of a blaster to refine latent elemental energy in the environment and charge three cartridges, which glow blue, and red, and yellow. The cartridges lose their charge within a day, making it impossible—barring further technological innovation—to stockpile such ammo.

As an action or bonus action you can load one of these cartridges into your blaster. The next shot with your blaster creates a beam of energy that sounds even more futuristic. The cartridge loses its charge after use, but can be recharged during your next long rest.

  • Freeze Ray. A creature you hit with this beam is restrained by encasing ice, and if the attack reduces them to 0 hit points it does not kill them. The restrained creature or one who can touch the ice can use its action to make a Strength check (DC 8 + your proficiency modifier + your Intelligence modifier) to free the creature. While the creature is restrained, it is vulnerable to the first attack that damages it. Thereafter the ice is broken and it is freed.
  • Shrink Ray. A creature you hit with this beam takes no damage but instead it shrinks by three size categories (gargantuan to huge, large, medium, small, tiny, and miniscule), it has disadvantage on Strength checks and saves, its speed is halved, and it deals half damage with its non-spell attacks. If it is reduced below Tiny, it instead deals only 1 damage with its non-spell attacks, and its speed is reduced to 5 ft. If the creature is incapacitated , it remains shrunk for one hour. Otherwise, it returns to its original size at the end of your next turn. At the Narrator’s discretion, other effects may apply.
  • Wave Beam. This beam oscillates with visible peaks and troughs, ignoring static, inanimate objects and covering a wide enough area that you only need to aim in approximately the right spot. Your shot ignores cover and concealment . A creature struck by this shot takes an extra 1d10 damage. This increases to 2d10 if you  are 11th level, and 3d10 at 17th level.

Kinetic Repulse (2nd level). You can spend a bonus action to activate an arctech kinetic shield, which surrounds you until the start of your next turn. It grants you resistance to all damage except psychic damage. Track how much damage is prevented this way. On your next turn, when your blaster deals damage to a creature, you can have it deal extra damage equal to how much the shield blocked, to a maximum of 20 extra damage. This repulsed energy can only damage one creature, even if you hit multiple with the same attack.

After you use this ability, you cannot use it again until you complete a short or long rest .

When you reach third level, you do not have to spend a bonus action to activate this ability.

Mobility Shot (2nd level). You can fire an electrical grapple from your blaster as a bonus action. You target a solid anchor point at least 5 feet across within 30 feet and then fire a grapple beam. You can use your movement to pull yourself to that location and hang (so if you’re 20 feet away, it takes 20 feet of movement), or you can use it as the anchor point of a swing, so if you make a long jump you can add up to the length of your beam to the distance you jump (at the Narrator’s discretion). You can keep the grapple shot engaged as long as you want, but once you release it, it takes 5 minutes to recharge. While the grapple beam is engaged, you cannot fire your blaster.

If the anchor moves, the beam disengages. The grapple cannot damage creatures.

Rocket Launcher (2nd level). After a long rest, you can create up to five rockets. Like beam shot cartridges, they destabilize after a day. Similar to an alchemical launcher, you can load a rocket as an action, and they function as grenades with your blaster’s range and attack bonus.

Hyper Beam (3rd level). Instead of having your blaster overheat after using autofire, you can choose to have it use that unstable energy to charge a hyperbeam. On your next turn as an action you can unleash a 5-foot-wide beam out to the weapon’s maximum range. Make an attack roll against every creature in that line, and roll damage once to apply to all the targets. You also deal autofire damage to every creature within 5 feet of that line, and to any creature in the line that you miss with your attack roll. If you loaded a
beam shot charge, all these attacks are with the chosen beam. After this hyper shot, your blaster is depleted for five minutes.

Logos

Logos

Prerequisite: Expression of Belief feat, proficient in Persuasion and Religion, character level 7th, must have convinced an enemy to surrender without fighting


Features

Hit Dice: 1d8 per logos level.
Hit Points: 1d8 (or 5) + your Constitution modifier per logos level.

Fiat (1st level). If opinion can be swayed by rhetoric, so too can behavior. You can impose this certainty upon the world by fiat. As  an action you can state what a creature you can see will do on its next turn. This command must be equivalent to the one-word  commands listed in the command spell—approach, drop, flee, grovel, halt, or something similar—though you state it as a declaration rather than an order, such as, “The red-haired brigand cast his weapons to the ground.”

If the creature fails a Wisdom saving throw (DC 8 + your proficiency modifier + your Intelligence, Wisdom, or Charisma modifier) it acts as you stated on its next turn if possible, taking no other actions or movement. This feature has no effect if your command is directly harmful to the target, but it can put it in a dangerous situation (standing beneath a teetering boulder, or running past foes and provoking opportunity attacks). This feature does not require the target to understand you, and it can affect undead targets normally. You can use this power at will, but after you use it on a given creature, you cannot use it on the same creature until you finish a long rest .

Pathos of the Inanimate (1st level). People can disagree with an argument, but inanimate objects have no power to resist your words. You can manipulate unattended objects by speech alone, causing furniture to move, trees to crack, locks and doors to open or close, and even guns to fire on their own, simply by stating it occurs.

As an action, you can move objects filling up to a 10-ft. square within 30 feet, objects as large as a person as a bonus action, and handheld items without spending an action. You can only manifest something that might happen to the object naturally in time, or that a person could cause the object to do, so you cannot make a tree float, but you could fling a butcher knife or have a wagon roll down the street at a walking pace. If you use this power in a way that might damage a creature, it will typically deal no more than 1d10 damage, with a Dexterity save (DC 8 + your proficiency modifier + your Intelligence, Wisdom, or Charisma modifier) to negate.

This cannot affect objects that have been given a name, since doing so imbues them with a fragment of willpower.

Make It So (2nd level). By framing luck and chance as an argument between possible futures, you can sometimes choose which argument is more convincing. As an action, choose a creature you can see and declare whether its next attack will hit or miss. The next time that creature makes an attack, it either hits or misses as you declared. This effect wears off if the creature takes a short or long rest . You can use this power at will, but after you use it on a given creature, you cannot use it on the same creature until you finish a long rest. If the creature has multiple attacks, you can choose a specific attack you wish to affect, such as, “The manticore’s bite shall miss.”

Ethos of the Unwilling (2nd level). As a student of behavior and rhetoric, you know that if someone agrees to a small concession, they develop a small measure of trust. Even if they are not conscious of it, it becomes easier for you to get them to agree with you. Whenever you hit a creature with an attack or a creature fails a save against an effect you created, that creature takes a –2 penalty to its first attack roll on its next turn, and the DC of the first saving throw it makes a creature roll next turn is likewise reduced by 2.

Inexplicable Narration (3rd level). Until one sees a place, that location could contain anything. You just need to convince it to be what you want.

As an action you may choose an area that you are unaware of the details of, no more than 20 feet across, and describe that area. If any creature enters that area within the next  five minutes, it will match the description until you finish a long rest . The logos can declare mundane objects or minor elements of terrain, but cannot use this power to cause damage, create creatures, or create magical effects or objects of any noteworthy value.

Simple changes are almost always possible (e.g., the doors down that short hallway are unlocked, and the lever to deactivate any filled with weapons). At the Narrator’s discretion, however, more drastic declarations may cause the ability to simply fail (e.g., the hold of this ship is filled with lava; or a note explaining the villain’s plans just happens to be sitting on a table waiting for us).

After you use this power you cannot use it again until you finish a long rest.

Undeniable Truth (3rd level). When a creature fails a save against your Fiat feature, you may choose to state a more involved or long-lasting task. If the creature fails another Wisdom save (DC 8 + your proficiency modifier + your Intelligence, Wisdom, or Charisma modifier), it follows your direction as it would the suggestion spell, except this feature does not require the creature to understand you.

 

Designing Prayer Books

Designing Prayer Books

Prayer books—any specific collection of scriptures which may include sacred stories, wisdom literature, hymns, creeds, codes, and liturgical formulations—are to divine casters as spellbooks are to wizards. You must have spells from the divine school on your class spell list to attune to a prayer book, and you may only be attuned to one prayer book at a time. Each prayer book has a spell list, and once attuned you may cast those spells, even if they are not otherwise prepared or known. You still must have spell slots of an appropriate level to cast those spells, even as a ritual. The more rare the prayer book, the more powerful spells and benefits they bestow. In addition, you may use an attuned prayer book as a spell focus.

  You can use calligraphy tools to copy or compile a prayer book just like creating any other magic item. In addition to quality materials, you must also have sufficient scripture and religious documents (how much is at the Narrator’s discretion). 

  When creating a custom prayer book, work with the Narrator and use the following guidelines. 

  • A prayer book exists to help players explore the world and should encourage interaction with in-world faith in a rich way. The prayer book might relate to a church or religious organization, but it should pose questions, allude to mysteries, and include hints about the world.
  • Mechanically, prayer books offer a small set of reliable spells. This helps a divine spellcaster prepare other spells, or expand their limited set of known spells.
  • The rarity of a spellbook informs its power. A prayer book offers a maximum spell level based on its rarity:
    • Common: 1st-level only.
    • Uncommon: Up to 2nd-level.
    • Rare: Up to 3rd-level, +1 spell attack and save DC when used as a focus.
    • Very Rare: Up to 5th-level, +2 spell attack and save DC when used as a focus.
    • Legendary: Up to 8th-level, +3 spell attack and save DC when used as a focus. 
    • Artifact: Any spell level, +3 spell attack and save DC when used as a focus.
  • Ordinary prayer books should offer no more than 5 spells. Artifacts may offer more.

  When creating prayer books, Narrators should consider the following questions:

  • What are the various religious groups and people groups in this campaign? Whose story should be told? Whose story is worth knowing more about?
  • What are the important time periods in the history of this faith group? What are some of the religious phrases, beliefs, texts, and practices that originate during this time?
  • Through the ages, how would this people reflect their beliefs and experiences in art?
  • Are there any traditions, powers, or secrets that were suppressed over time? Were they suppressed by the group in question, or by a rival group?

Pagination