Test of Testing

by

Search GM Binder

The Daredevil

"Let me guess. You thought I was dead."

Ovalchase Daredevil; Magic: the Gathering


Daredevils are not like their other nonmagical brethren, instead they are simply insanely lucky. By rights, they should not be alive, having less actual ability than an ordinary fighter, monk or rogue and yet a grim determination and/or exceptional derring-do which, combined with several hundred times the recommended dose of luck, sees them through.

Adventures: Daredevils are born to adventure, having a natural near-immunity to danger and a healthy dose of sheer dumb luck.

Characteristics: Daredevils have few real abilities, but instead they are always just lucky enough to have everything go the way that they want it to.

Alignment: Any. That said, daredevils tend towards the chaotic in results, regardless of their intent.

Religion: Gods of luck are the most common deities among daredevils.

Background: Daredevils are simply extremely lucky people, who never have to learn to be competent because they have enough luck to see them through either way.

Races: Any.

Other Classes: Daredevils are usually disliked by those who have to work for their talents., though they find some common ground with sorcerers.

Role: A daredevil provides a party with utility abilities, and has a knack with skills as well.

Hit Points

Hit Dice: 1d8 per daredevil level. Hit Points at 1st Level: 8 + your Constitution modifier. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifer for each daredevil level after 1st.

Proficiencies

.

Armour: Light armour

Weapons: Simple weapons

Tools: Any gaming set.

Saving Throws: Dexterity, Charisma

Skills: Choose two from Acrobatics, Deception, Performance, Religion or Stealth.

Special: Daredevils are proficient in initiative checks.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a) A handaxe or b) 10 javelins
  • a) A dungeoneering kit or b) an explorer's kit
  • Any gaming set.
  • A handaxe, a dagger and leather armour.

The Daredevil
Level Proficiency Bonus Features Tricks Known
1st +2 Daredevil Tricks, Righteous Desperation, Shrug Off 1
2nd +2 Just Plain Lucky 1
3rd +2 Lucky Charm 2
4th +2 Ability Score Increase 2
5th +3 Uncanny Dodge 3
6th +3 Better Lucky than Smart, Lucky Stars (19-20 *3) 3
7th +3 Evasion 4
8th +3 Ability Score Increase 4
9th +4 Charm Feature 5
10th +4 Better Lucky than Strong, Lucky Stars (18-20 *4) 5
11th +4 Second Guess 6
12th +4 Ability Score Increase 6
13th +5 Charm Feature 7
14th +5 Better Lucky than Clever, Lucky Stars (17-20 *5) 7
15th +5 Double Down 8
16th +5 Ability Score Increase 8
17th +6 Charm Feature 9
18th +6 Better Lucky than Tough, Lucky Stars (16-20 *6) 9
19th +6 Ability Score Increase 10
20th +6 Escape Unscathed 10

Class Features

All of the following are class features of the daredevil.


Daredevil Tricks

Through your learning, experience, or sheer dumb luck, you learn tricks, which are abilities which either give you some benefit or which add new abilities. At first level, and every second level after first, you gain a new trick. You may as a bonus action swap choose a trick you know and replace it with one you don't know, so long as you still meet the prerequisites for all your tricks afterwards. Once you do this, you must complete at least a short rest before you can do so again. Tricks are detailed in their own section below.

Righteous Desperation

A daredevil is committed to using more traditional means to solve tasks rather than resorting to magic. You must not activate any magical item, equip any magical armour or shield, attack with any magical weapon, use any spell or supernatural abilty, or willingly accept a spell or supernatural ability. If you do, you forfeit all your daredevil class features, and regain them at only one level per day. You must adventure normally to regain your class features.

In return, the daredevil learns to make use of what is available. The daredevil can find an improvised version of any simple weapon in one minute, though the item only lasts for 5 attacks (1 if thrown) before breaking. Similarly, the daredevil can find improvised tools to perform tasks which require tools. The daredevil takes no penalty for using improvised items. Also, the daredevil is completely immune to the Frightened condition.

Shrug Off

You are able to shrug off abilities which would hinder incapacitate a lesser fighter. This allows you to do one of the following:

  • Pay hit points to negate one of the listed conditions. If the duration of the condition is permanent, you must pay double the listed price unless the condition is already one which never has a duration (Dead, Grappled, Petrified, Prone, Restrained, or Unconscious)
  • Pay hit points to negate all of the effects of a spell before any rolls are made for that spell. In this case, if the spell would do more damage than the amount of hit points paid to negate it, it deals that much damage and the rest of its effects are negated.

Shrugging an effect off requires no action - just like deciding who to attack, it's done as part of the resolution of the attack. You must have enough hit points to pay the cost of the shrug off ability.

Effect Cost
Ability Damaged 5/point
Blinded 20
Charmed 10
Dead 50
Deafened 10
Frightened 0
Grappled 10
Incapacitated 20
Paralysed 20
Petrified 50
Poisoned 10
Prone 5
Restrained 20
Effect Cost
Spell Lv 0 5
Spell Lv 1 11
Spell Lv 2 18
Spell Lv 3 26
Spell Lv 4 35
Spell Lv 5 45
Spell Lv 6 56
Spell Lv 7 68
Spell Lv 8 81
Spell Lv 9 105
Unconscious and Dying 40
Unconscious and Stable 30

For example, a daredevil who is subject to a Power Word: Kill spell can either pay 105 hit points, or pay 50 hit points, or die. Of course, if the daredevil has enough hit points to pay 105, the spell wouldn't have any effect anyway!

Just Plain Lucky

A daredevil has amazing luck when attempting anything exceptionally difficult. You add half your proficiency bonus to all d20 rolls, up to a maximum of whatever bonus would allow you to succeed on a natural roll of a 15. For example, a daredevil with an intelligence bonus of +0 and a proficiency bonus of +4 would add an extra +2 when attempting a DC 20 check they weren't proficient with, but only +1 (enough to pass on a 15) when attempting one they were proficient with.

Lucky Charm

At 3rd level, a you choose a lucky charm, which gives you a variety of abilities at 3rd, 9th, 13th and 17th level. This lucky charm is the daredevil's source of luck, or at least object of superstition.

Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

Beginning at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Better Lucky than Smart

Beginning at 6th level, you gain proficiency in intelligence saves.

Lucky Stars

From sixth level, you score a critical hit on an attack roll of a 19 or 20, and you roll the dice three times instead of twice. Every four levels thereafter, the number you need to roll for a critical hit is reduced by 1, and you roll the dice an extra time.

Evasion

Starting at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Better Lucky than Strong

Beginning at 10th level, you gain proficiency in strength saves.

Second Guess

Daredevils are exceptionally lucky, rather than relying on actual skills. From 11th level, you gain advantage on all attack rolls and skill checks while in immediate danger.

Better Lucky than Clever

Beginning at 14th level, you gain proficiency in wisdom saves.

Double Down

Daredevils are good at getting out of harm's way. From 15th level, anyone who attacks you gets disadvantage on the attack roll and you get advantage on all saving throws.

Better Lucky than Tough

Beginning at 18th level, you gain proficiency in constitution saves.

Escape Unscathed

At 20th level, you take half damage from all attacks, or no damage at all when you use Uncanny Dodge. Your Shrug Off costs are halved.

Tricks

Each trick lists prerequisites, its effect, and any special information about the trick if there is any. The italicised description is not rules text; it's simply a description of what the trick does for roleplaying purposes.

Always Alert

You're always just alert enough to notice something just before it strikes.

Prerequisites: Daredevil level 5th

Benefit: Whenever you would enter combat, you can take a full turn before anything else happens in the combat.

Special: Multiple creatures with this trick take the extra turns in initiative order.

Contagious Luck

Your capabilities influence your allies too.

Prerequisites: Daredevil level 9th

Benefit: Allies within 30 feet get a +1 bonus to all d20 rolls, up to a maximum of whatever bonus would allow them to succeed on a roll of a natural 15. Whenever such an ally scores a critical hit, they roll three damage rolls instead of two.

Special: Your allies still get this benefit if you are helpless or unconscious but not if you're dead.

Daedalus Wings

You can make better wings

Prerequisites: Icarus Wings trick.

Benefit: Your speed with the Icarus Wings improves to 60 feet and they can sustain 60 points of fire damage in a single round before breaking.

Deflecting Fortune

You are lucky enough that people who attempt to attack you soon regret it.

Prerequisites: None

Benefit: Whenever an attack fails to affect you (you save to negate it, the attacker doesn't beat your AC, you're immune to the attack or otherwise the attack intended to have a direct effect on you doesn't), roll a d20 and add your proficiency bonus. If you roll a 20 or more, the attack is returned on the attacker. If it's an area of effect or multiple target attack, it only hits the caster (and other original targets) anyway. For example, if a wizard launches a fireball straight at you, and each of you has an allied fighter behind you, and you save against the fireball, then your fighter ally and the wizard (but not the wizard's fighter ally) are struck and both are entitled to a save as normal.

Escape Death

You're very hard to kill

Prerequisites: Daredevil level 15th

Benefit: If you're killed, you turn out not to have been dead and wake up 3d6 minutes later at 1 hit point. To all inspection, you are still dead for those minutes. You must complete a long rest before you can use this trick again.

Find Yourself

You get lost often, but you often find yourself somewhere unrelated, but useful to where you need to go.

Prerequisites: Daredevil level 7th

Benefit: When you're in the wilderness or any other location where one could reasonably lose their way, you can get lost and find yourself 10 minutes later in any location within 20 miles, and even you don't know how you got there. From level 9 the limit becomes 200 miles, from 11th level it is removed and from 13th level you can accidentally stumble onto another plane.

Gotta try...

You can use totally unfamiliar items.

Prerequisites: None

Benefit: You can operate any item you come across even if its workings are unfamiliar to you, though you take the usual penalty for using a magic item deliberately (but not if you don't know it's magical).

Hidden Talent

You can use skills you've previously shown no proficiency in.

Prerequisites: None

Benefit: You can use a skill you aren't proficient in as though you were proficient in it. Once you've done so, you can't do so again until you've completed a short or long rest.

Icarus Wings

You craft yourself a set of wings that allow you to fly

Prerequisites: Daredevil level 5th

Benefit: You can craft wings, causing you to get a fly speed of 30. 20 or more fire damage to the wings in a single round destroys them, though it only takes 10 minutes to make a new set. Flying in this way requires both hands, though they can still be used to carry items and even fight.

It's a dud!

Your opponents find that their equipment malfunctions at the worst of times.

Prerequisites: Daredevil level 11th.

Benefit: An opponent who tries to use a mechanical piece of equipment or an activated (except use-activated) magic item finds that it malfunctions unless they pass a dexterity save (DC 8 + your proficiency bonus + your charisma modifier). This effect only takes place when they use the equipment against you, or within 10 feet per level of you. A trap takes a dexterity save with its creator's save bonus unless its own is higher; failure indicates that it too fails to function.

An item that malfunctions is expended (crossbows must be reloaded, traps must be reset through whatever method, and charges of items are lost) but does nothing.

Just as Planned!

You know where to place a trap to make sure a creature stumbles into it.

Prerequisites: None

Benefit: Whenever you set a trap, choose up to two locations per level to put it instead of just one. The trap is only actually in one of those locations. Whenever a creature, friend or foe, would discover, or set off, the trap if it were at one of the locations, you have two options: unmark that location as a possible location of the trap, or decide that the trap really is at that location and the creature has just set it off.

For example, the "Razor wire across hallway" trap has triggers in two adjacent squares (because the wire is 10 feet long). It's possible for a second-level daredevil to decide to put razor wire in (0,0) and (0,1) as well as in (0,1) and (1,1), (2,2) and (3,3), and (2,3) and (3,2), even though two of the wires share a space, and the other two cross over. Only one of these locations actually contains the razor wire. For example, if a creature enters (0,1), the daredevil can decide that the first wire is real, in which case the creature takes 2d6 slashing damage and (0,0) - and no other space - still contains wire (and will do 2d6 damage to the next creature to enter whether the daredevil likes it or not), or that the second wire is real, in which case the same is true of (1,1) instead of (0,0), or that neither wire is real and one of the other two is. Therefore, (2,2)-(3,3) and (2,3)-(3,2) are possible wire locations.

Special: When there's only one possible location for the trap, the trap is in that location and there's no opportunity to decide that you never actually set the trap at all.

DMs should be reasonable about what is and isn't a trap. Caltrops and contact poison smeared on walls or floors are traps; creatures arranged so as to ambush someone, or the arrangement of creatures such that they might ambush someone, aren't (even if they may be a "trap" in common parlance).

One Last Time...

You can repair something so that it works just one more time...

Prerequisites: Gotta Try... trick

Benefit: You can use a broken item, even one which should by all rights not work, such as a vehicle or even a magic item (though you will suffer the effects of your righteous desparation, this hasn't stopped more than one daredevil from using smashed artifacts or loosing rampaging golems and sitting back and watching the chaos unfold as their luck leaves them). Roll a relevant tools check - even without the relevant tools to hand - as an action: the result of the check is the number of hit points you grant to the item, up to its maximum hit points (but see special). However, it takes a single point of true damage every single round from your haphazard job at fixing it. True damage cannot be prevented, resisted or mitigated by any means. You can continue to try to fix the item, but a DC 20 tool check - only restores 1d6 hit points, plus 1d6 per 5 points by which you beat the DC, and only up to its maximum hit points (for real this time). When the item has hit points, it can be operated normally, but once it runs out, it is torn to pieces for real and no amount of nonmagical repair is likely to fix it.

Special: If you would grant the item hit points in excess of its normal total, you instead restore it to full and give it temporary hit points equal to the difference, which only protect against the true damage and last until they run out - that is, in a number of rounds equal to the number of temporary hit points that remain.

Perfect Weather

The weather is always in your favour.

Prerequisites: Daredevil level 13th

Benefit: The weather within 1 mile is always exactly as you choose, except that it must be some kind of weather that normally appears in the region. For example, you couldn't create a blizzard or a sandstorm in a hot region with no deserts nearby. Further, you can't create massive, unnatural gaps in the type of weather available, such as having a hurricane which suddenly dissipates into no wind at all at its edge, or a several-degree temperature drop.

Special: Two daredevils within 2 miles of each other using this trick choose the weather effects according to which one is closer. Magical control of the weather - indeed, such as using the control weather spell - prevents this ability functioning in that area for the duration.

Signature Gear

You are inseparable with your gear - literally.

Prerequisites: None

Benefit: Choose one item. You add half your proficiency bonus to attack rolls with that weapon, or to armour class while using that item or shield, or to skill checks using that tool or kit. Further, if a creature loses that item (that is, misplaces, rather than deliberately surrenders to another creature), it makes its way back to your possession at an average speed of 10 miles per hour, whether by rolling, moving through rivers, or being carried by passersby.

Special: You cannot choose magic items or items which you cannot actually operate. Ideally, you should choose items which are important to you directly, not just which you are entrusted with.

Spontaneous Combustion

"By the way, your house is on fire."

Prerequisites: None

Benefit: You gain the extraordinary ability to make things catch on fire - in reality, everything just happens to go right: you accidentally dropped a cigar in a place which later makes the building catch on fire when you need it; you created a small friction fire walking across something which only became relevant later, or something just caught on fire for a reason which was ostensibly nothing to do with you.

You may cause a fire to break out. The fire is candle-fire-size at first level, about a foot across at third level, and 5 feet across per two levels after 3rd. You needn't create the largest fire available. Once you've done this, you can't do it again until you've completed a short rest (any more often would stretch credibility, even for you).

Irrespective of the fire size, each creature and object in the fire takes 1d6 points of fire damage when it is created. The fire then continues to burn, and flammable creatures and objects in the area catch on fire.

Special: Due to your immense luck, you aren't caught in your own initial fire, though you might take damage from the normal fire as objects catch on fire.

Trump Card

Your luck at games of chance or even skill is legendary.

Prerequisites: None

Benefit: Whenever you play a game with even a moderate element of luck (such as any card game, any game involving dice, and generally a game with randomness beyond simple decisions of, for example, the first player) you add your proficiency bonus to the roll, in addition to the bonus for actually being proficient, and you have advantage on the check.

Unnoticeable

Creatures don't tend to notice you.

Prerequisites: Daredevil level 7th

Benefit: Enemies don't notice your presence - as though you were invisible and inaudible - unless you attack them, they focus on an object that they can't see because you're in their way, another creature points you out, you try to get their attention, or they physically bump into you. When a creature notices you, they continue to do so until you either hide from them successfully or attain total concealment from them.

Wing and a Prayer

You can give yourself up to luck when a task is beyond you.

Prerequisites: Daredevil level 15th

Benefit: Once per hour, you can give your fate up to luck. You double your bonus (from proficiency bonus, ability scores, and so forth) to a single d20 roll, but if you fail that roll, you can't use this ability again until you've completed a long rest.

Special: You cannot use this on any roll which isn't based on success or failure, such as an initiative check.

Xykon's Gambit

You can use attacks that would normally catch you in their area without hurting yourself

Prerequisites: None

Benefit: You are immune to your own attacks (except attacks which deal true damage). If you use an ability which breaks your vow, then you still get immunity from that attack before you lose your class features.

Special: Unfortunately, you still can't craft yourself a magic item that makes you immune to that sort of damage.

You Know What to Do

Your relationships can grow so strong that your allies instinctively understand what you would want from them.

Prerequisites: Daredevil level 7th

Benefit: Any creature you have met understands what you would want them to do in certain situations - in effect, you are fortunate enough that they realise what you want of them. In practicaly terms, what this means is that you can send a short message every hour to each creature you've ever met. For example, you could send the king of Somewhere a message, then half an hour later send the president of Someplace Else a message because they're two separate creatures. You'd have to wait another half an hour to send the king of Somewhere a second message, or a whole hour to send the president of Someplace Else a message. Essentially, the characters' bond with you isn't strong enough that they constantly know your every desire, only the most important ones.

Special: Technically, there's no reason why someone would stop knowing what you'd want while you're dead, so you can still use this ability when you are. Your memory will have a lasting impact on the world so long as anyone who remembers you from when you were alive is still there to talk about it.

Lucky Charms

Daredevils are always lucky, but their lucky charms have a luck all of their own. A variety of items are suitable as lucky charms, and they always seem to make their own luck to go with the daredevil's. That said, the daredevil can always find a new one if the old one should be lost - and it always seems to be just as lucky as the previous one. Whether they are mere placeboes or really alter the fundamentals of luck, they are invaluable for a daredevil.

A lucky charm is an actual item which the daredevil steals, is gifted with, inherits, finds by sheer coincidence or otherwise obtains at 3rd level. A daredevil who loses a lucky charm can find a conveniently-located replacement with 1 minute of searching.

The Bag of Useful Items

A bag of useful items is a backpack which you - or someone else - filled up with just the right combination of gear to get you through whatever tasks you're about to face. Only you know what's in the bag, and you're not telling. Instead, you withdraw the items when they're needed, to the great surprise of your allies.

The Right Tools...

The bag of useful items can contain items in the ordinary manner just as any other container can. However, its real trick is that it has been specially packed to contain just the right combination of equipment for whatever situation you find yourself in. From third level, when you gain the bag, you can withdraw up to the square of your level in platinum pieces' worth of equipment (Remember that 1pp=10gp=100sp=1000cp). However, these items must be items whose use is in some way limited, or they will break after just three uses (or an hour of continuous use), and they are not of high enough quality to sell or use as spell components (material or focus); money withdrawn from the bag is clearly fake when examined closely but could be used as a distraction. Items that couldn't reasonably fit in the bag can't be withdrawn from it, but items whose total weight could not possibly have been carried between them, or which could not collectively have fit in the bag, can be withdrawn separately. Don't ask how you do it. DMs should be reasonable when deciding what can be drawn from the bag and what can't; flooding a room with 1000 cplv^-1/2 (unit cancellation is weird) is probably not acceptable.

After a long rest, your bag's ability to produce items is replenished. Items withdrawn from the bag invariably sustain some kind of damage or degrade overnight, making them unusable.

Examples of items which can be withdrawn from the bag include arrows, tools (which will break after 3 uses), weapons (which will break after 3 uses), ropes (which break after an hour's use), grappling hooks, healer's kits, a change of clothes (which will break after an hour wearing them), food or drink, candles, caltrops, blankets, ladders (which break after an hour's use) or locks (which will only hold a door for an hour before degrading, but that might still be of use).

This list is by no means exhaustive, and a player who comes up with more inventive ideas ("I pull a sled out of the bag and go sledding down the mountain!") shouldn't be discouraged! Further, just because an item isn't listed in Equipment doesn't mean it can't be pulled out of the bag (or, gods forbid, bought in a town); just be reasonable about the cost.

In Here Somewhere...

From ninth level, withdrawing items from your bag never takes an action, and never requires you to take actions to use other objects later in the turn.

Resilient Gear

From 13th level, items withdrawn from the bag last up to 6 uses, or 2 hours of continuous use, before breaking.

Adventurer's Artifact

From 17th level, as well as its standard contents, your bag of useful items contains one of the following items:

  • Alaine's Forcecutter: This dagger is made of nullstone, a substance which naturally destroys magical barriers it touches. Like other items, it breaks after 6 uses.
  • Jonah's Wallbreaker: This small orb is actually a sonic bomb which is harmless to creatures other than constructs, but easily breaks through inanimate objects. When thrown, it explodes on impact, dealing 20d6 points of sonic damage to each object within 20 feet that's part of a structure and 10d6 points of damage to each construct within 20 feet.
  • Morgan's Guide: This scroll contains a comprehensive guide to all information on a single creature or object of your choice.

The Tarot of Secrets

Unlike the Deck of Many Things, the Tarot has no actual magical power. However, it is rumoured that the seventy-eight card deck has some ability to read, or perhaps even determine, the future...

Read the Tarot

From third level, you may read the tarot and draw three cards from it. If you have an actual tarot deck, you may draw two cards from it. If you don't, roll 1d80 ((1d8-1)*10+1d10-1) and re-roll any rolls of 79 or 80 and any duplicates.

If you draw one of the lesser secrets (the numbered or face cards in one of the four suits) you can, at any point after reading the tarot, replace some kind of roll made by yourself or a creature you can see with the number of the card plus 3. For this purpose, treat the page, knight, queen and king as 11, 12, 13 and 14 (so they replace rolls with 14, 15, 16 and 17). For example, any swords cards allow you to replace weapon attack rolls, so if you draw the 6 of swords, you can replace any weapon attack roll with a roll of a 9. If you draw the king of swords, you can replace any weapon attack roll with a roll of a 17.

If you draw one of the greater secrets (the cards with the individual names) then the effect of the card is clearly written in the entry. In any case, the roll replaced (if any) is the natural result of the roll, before any modifiers. You can use each card once, except for the High Priestess which can be used for every hit die you roll.

Once you complete a long rest, you can draw twice more from the Tarot but any cards drawn must be shuffled back in and you cannot use their effects again until you redraw them.


.

(1-14) The 1 to King of Swords: You can replace weapon attack rolls or saves against weapon attacks with the value of the card plus three.

(15-28) The 1 to King of Batons/Wands/Staves: You can replace spell attack rolls or saves against spells with the value of the card plus three.

(29-42) The 1 to King of Coins/Pentacles/Disks: You can replace skill checks or checks with tools with the value of the card plus three.

(43-56) The 1 to King of Cups: You can replace any roll which is not a weapon or spell attack roll, a saving throw against a weapon or spell, a skill check or a check with tools with the value of the card plus three.

(57) The Fool: You may replace the result of any d20 roll with 0.

(58) The Magician: You may replace the result of any spell attack roll with 20 or any saving throw against a spell with 1.

(59) The High Priestess: You may replace all of your own hit die rolls today with the maximum.

(60) The Empress: You may replace any d20 roll made by a female creature with a 20, a d20 roll made by a male creature with a 0, or any other d20 roll with a 10. If a creature is both male and female, you replace their rolls with a 10.

(61) The Emperor: You may replace any d20 roll made by a male creature with a 20, a d20 roll made by a female creature with a 0, or any other d20 roll with a 10. If a creature is both male and female, you replace their rolls with a 10.

(62) The Hierophant: You may replace the result of any spell attack roll with 1 or any saving throw against a spell with 20.

(63) The Lovers: You may replace the result of any charisma check or save with 20.

(64) The Chariot: You may replace the result of any dexterity check or save with 20.

(65) Strength: You may replace the result of any strength check or save with 20.

(66) The Hermit: You may replace the result of any intelligence check or save with 20.

(67) Wheel of Fortune: You may add (2d10-11) to any d20 roll or damage roll.

(68) Justice: You may replace the result of any wisdom check or save with 20.

(69) The Hanged Man: You may replace any damage roll with the maximum roll possible.

(70) Death: You may replace the result of any death save with a 1.

(71) Temperance: You may replace the result of any constitution check or save with 20.

(72) The Devil: You may choose a damage roll and flip a coin. On heads, the damage roll is doubled; on tails, it's reduced to zero. Remember to consider any bonuses to damage separately from the roll.

(73) The Tower: You may replace any damage roll with the minimum roll possible.

(74) The Star: You may replace any d20 roll with 21, minus the actual roll.

(75) The Moon: You may replace any d20 roll with a 20 at night-time or a 1 during the day.

(76) The Sun: You may replace any d20 roll with a 20 during the day or a 1 during night-time.

(77) Judgement: You may replace a d20 roll made by any creature sharing your alignment with a 20, a d20 roll made by a creature with an alignment different from yours on one axis with a 10, or a d20 roll made by a creature with an alignment different on both axes with a 0.

(78) The World: You may replace any d20 roll with 25. If it's an attack roll, the attack is automatically a critical hit.

Extra Draws

At each of 9th, 13th and 17th level, you can draw an extra card from the Tarot.

Token of Appreciation

A token of appreciation is an item given to someone symbolically to represent love, companionship, or gratefulness. It could be a small necklace, ring, or other piece of jewellery, but it might also be a small ornament or piece of crystal - in whatever case, it has little practical use beyond perhaps acting as a signet. These tokens are said to bless someone with companionship.

Contacts

You have contacts almost anywhere that you go, and in fact you can almost always count on having someone available for the specific problem that you need solved! Whenever you consult a contact, you cannot consult another until you have completed a long rest.

A contact is an NPC with up to 1 hit die per full 3 daredevil levels you have, and the appropriate social status for a character of that many hit dice (hit dice may be limited by settlement size: a hamlet will not randomly produce 3 different level 6 characters in a day), and can be consulted in any location where it is reasonable to find members of their race and class (you should always be able to consult a contact in any kind of settlement). For example, it is reasonable to consult an elf cleric in a shrine to Larethian, even if that shrine is deep in the woods far from a settlement.

Contacts won't join you on your adventure or do anything with a more than routine chance of causing them harm (A soldier will happily enter a battle he thinks he's prepared for, but a merchant, even one who is uncannily good at combat, won't because they aren't used to putting themselves in harm's way). However, they will happily provide any services they offer, cast spells for you such that their total levels (cantrips count as half) are no more than half your daredevil level, and let you take up to 30 minutes/level of their time.

Here are some examples of possible contacts and the services they might provide:

  • A thief you once adventured with (Rogue 3 Daredevil 1) agrees to steal an item you need for your quest.
  • The captain of the guard in a small city (Fighter 5) sends a squad of men (8 Warriors 2) to raid a criminal base after you tip him off.
  • A smuggler (Bard 2 Rogue 1) shows you a selection of wares not normally available in this location.
  • A master smith (Rogue 2) agrees to sell you items that other stores aren't stocking at the moment.
  • A powerful wizard (Wizard 6) agrees to show your party's wizard his spellbook to allow his spells to be copied.

This list is by no means exhaustive.

Remote Contact

From 9th level, you may consult a second contact before requiring a long rest, and the requirement that contacts be in places where they could reasonably appear is relaxed - contacts instead appear in any place where they could have any reason at all to appear. For example, a merchant would only reasonably be expected to appear in a town, but might have reason to visit a dungeon if they knew there would be adventurers afoot in need of supplies.

Friends in High Places

From 13th level, you may consult a third contact before requiring a long rest, and once out of these three times, you can call upon a contact with a social standing and prestige that would be expected of someone double their level.

I Know You!

From 17th level, you may consult a fourth contact before requiring a long rest, and further, you may declare a creature on the spot to be your contact if they are within the level requirement. For example, if you must deal with a frustrating bureaucrat of fifth level, it may turn out that the bureaucrat is actually someone you've dealt with before and have a good reputation with. Doing this still uses one of your contacts for the day.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.